Research Article Kioskar: an Augmented Reality Game As a New Business Model to Present Artworks
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Tesis Doctoral
De lo virtual a lo físico: expandiendo las fronteras entre arte y vida a través de los juegos digitales emersivos Samuel Gallastegui González Directora de tesis: Cristina Miranda de Almeida de Barros Programa de doctorado: Investigación y Creación en Arte 2006/2008 Tesis presentada y defendida en 2016 Departamento de Arte y Tecnología Universidad del País Vasco - Euskal Herriko Unibertsitatea iii Agradecimientos Han pasado muchos años desde que apareció en mi mente la primera intuición de lo que iba a ser esta tesis. Desde entonces, el proceso ha sido largo e intermitente, pero en él he contado, por suerte, con la compañía de Cristina Miranda de Almeida, que además de ser una gran amiga, es una profesional brillante que siempre me ha proporcionado las indicaciones precisas para orientarme en lo más oscuro y frondoso del bosque de ideas. Me siento muy agradecido por los consejos acertadísimos, la inspiración continua y la libertad intelectual que me ha dado para realizar esta tesis. Quiero dar las gracias, también, a otros académicos que han aportado al proceso: a la profesora de la Universitat Politècnica de València Mau Monleón, por haber organizado una conferencia para dar a conocer Hey Planet!; a los profesores de la Universidad del País Vasco – Euskal Herriko Unibetsitatea Rafa Calderón, Juan Crego, Ander González, Rita Sixto y Patxi Urquijo, que me cedieron su espacio lectivo para divulgar Hey Planet! entre los alumnos; a Josu Rekalde, Catedrático de Bellas Artes, por sus aportaciones conceptuales; y a Benjamín Tejerina, Catedrático de Sociología, por su valiosa contribución a la confección del cuestionario. Debo agradecer a los miembros de Arsgames la experiencia lúdica que compartimos en las calles de Madrid, la cual me ayudó a sintetizar y encauzar muchas ideas de esta tesis doctoral. -
A Literature Review Abstract Using the Alternate Reality Game (ARG)
Alternate Reality Game in Education: A Literature Review Xiao Hu1 Hongzhi Zhang Zane Ma Rhea Faculty of Education, Monash University, Melbourne Abstract Using the Alternate Reality Game (ARG) game type to improve non-game products is more and more popular in the 21st century. However, as an important field of ARG implementation, the usage of ARG in education area is still at its early stage. This paper seeks to provide an overview of current research about the implementation of ARG in the educational field, as well as make a general conclusion of how ARG techniques can benefit the education context. The authors undertook a literature review that systematically examined the general development trend of educational ARG implementation from the perspectives of timeline and by field of education. By bringing together previously separate and disparate literature, this paper contributes to providing new understanding of this emergent area of gamification research. In the final section, we discuss our findings and propose some challenges to be faced in the future for gamificatiojn in general and for the AGR game type in particular. Key words Alternate Reality Game (ARG), educational ARG, gamification Introduction Gamification is a newly emerging area of academic research. The term first appears in 2008, and then shows a widespread adoption after 2012 (Dicheva et al., 2015). As a newly emerging research topic, the development of gamification theories are still occurring. In fields such as business, education, and public service, gamification is being regarded as an effective tool to reinforce participants’ motivation, and to improve productivity. However, as the development of gamification is still in its infancy, it is necessary for researchers to have an awareness of the larger picture of the evolution of gamification. -
Making Real Money in Virtual Worlds: Mmorpgs and Emerging Business Opportunities, Challenges and Ethical Implications in Metaverses
CORE Metadata, citation and similar papers at core.ac.uk Provided by City Research Online Papagiannidis, S., Bourlakis, M. & Li, F. (2008). Making real money in virtual worlds. MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), pp. 610-622. doi: 10.1016/j.techfore.2007.04.007 City Research Online Original citation: Papagiannidis, S., Bourlakis, M. & Li, F. (2008). Making real money in virtual worlds. MMORPGs and emerging business opportunities, challenges and ethical implications in metaverses. Technological Forecasting and Social Change, 75(5), pp. 610-622. doi: 10.1016/j.techfore.2007.04.007 Permanent City Research Online URL: http://openaccess.city.ac.uk/15279/ Copyright & reuse City University London has developed City Research Online so that its users may access the research outputs of City University London's staff. Copyright © and Moral Rights for this paper are retained by the individual author(s) and/ or other copyright holders. All material in City Research Online is checked for eligibility for copyright before being made available in the live archive. URLs from City Research Online may be freely distributed and linked to from other web pages. Versions of research The version in City Research Online may differ from the final published version. Users are advised to check the Permanent City Research Online URL above for the status of the paper. Enquiries If you have any enquiries about any aspect of City Research Online, or if you wish to make contact with the author(s) of this paper, please email the team at [email protected]. -
CREANDO: Tool for Creating Pervasive Games to Increase the Learning Motivation in Higher Education Students
CREANDO: Tool for creating pervasive games to increase the learning motivation in higher education students Jeferson Arango-López a,b,⁎, Carlos C. Cerón Valdivieso a, Cesar A. Collazos a, b c,d Francisco Luis Gutiérrez Vela , Fernando Moreira a University of Cauca – FIET, Street 5 N° 4-70, Popayán, Colombia b University of Granada, ETSIIT, Department of Languages and Informatics Systems, Street Periodista Daniel Saucedo Aranda, s/n, 18071 Granada, Spain c Univ Portucalense, REMIT, IJP, Rua Dr. António Bernardino Almeida 541-619, 4200-072 Porto, Portugal d IEETA, Univ Aveiro, Aveiro, Portugal A R T I C L E I N F O A B S T R A C T Keywords: The pervasive games (PG) have had a great reception in recent years. This kind of games com- bines the Pervasive game virtual world with the real world to generate extensions of reality in terms of time, space and social Narrative interaction. These extensions have involved users in experiences as varied as those exposed by Learning motivation augmented reality and the location of the player or mixed reality scenarios. In the educational context, Digital transformation games have been integrated little by little into learning processes. Speci fically, PG have shown to have a higher level of immersion in people's daily activities. Therefore, a greater impact is generated when integrating the technologies of the PG and the narrative of a story that is told through the gaming experience. In order to explore some fields, we focus the study on the narrative and geolocation applied to close spaces, it is a way of giving an enriched experience to the player through a digital transformation perspective. -
Download This PDF File
ToDIGRA ToDIGRA Physical and Digital in Games and Play Editors: Frans Mäyrä, Katriina Heljakka & Anu Seisto ETC Press Pittsburgh ETC Press 2013 TEXT: The text of this work is licensed under a Creative Commons Attribution-NonCommercial-NonDerivative 2.5 License (http://creativecommons.org/ licenses/by-nc-nd/2.5/) IMAGES: All images appearing in this work are property of the respective copyright owners, and are not released into the Creative Commons. The respective owners reserve all rights. All submissions and questions should be sent to: etcpress-info ( at ) lists ( dot ) andrew ( dot ) cmu ( dot ) edu For formatting guidelines, see: www.etc.cmu.edu/etcpress/files/ WellPlayed-Guidelines.pdf ‘That’s Not a Secure Area’ Physical-Digital Sound Links in Commercial Locative Games Inger Ekman Abstract Pervasive games break the boundary between digital and physical to make use of elements in the real world as part of the game. One form of pervasive games are locative mobile games, which utilize physical movement as game control. To facilitate eyes-free interaction during play, these games benefit from exploring sound- based content. However, it is currently unclear what type of sound- based interaction is feasible to the general audience. Another consideration is which sound design strategies best support the goal of situated experiences, and how to design sound that supports game experiences drawing upon location-awareness, and intermixing virtual content with physical reality. A first generation of locative mobile games is already commercially available. The present contribution analyzes seven commercially available locative games (Ingress; Shadow Cities; Zombies, Run!; Inception the App; The Dark Knight Rises Z+; CodeRunner) and summarizes the sound design strategies employed to contextualize game content in real-world. -
Performance in an Alternate Reality Game
The Malthusian Paradox: Performance in an Alternate Reality Game ELIZABETH EVANS, MARTIN FLINTHAM, SARAH MARTINDALE University of Nottingham Nottingham NG81BB, UK { elizabeth.evans, martin.flintham, sarah.martindale }@nottingham.ac.uk Tel: +44 115 748 4041 Fax: +44 115 823 2551 URL: www.nottingham.ac.uk Abstract. The Malthusian Paradox is a transmedia alternate reality game (ARG) created by artists Dominic Shaw and Adam Sporne played by 300 participants over three months. We explore the design of the game, which cast players as agents of a radical organisation attempting to uncover the truth behind a kidnapping and a sinister biotech corporation, and highlight how it redefined performative frames by blurring conventional performer and spectator roles in sometimes discomforting ways. Players participated in the game via a broad spectrum of interaction channels, including performative group spectacles and 1-to-1 engagements with game characters in public settings, making use of low- and high-tech physical and online artefacts including bespoke and third party websites. Players and game characters communicated via telephony and social media in both a designed and an ad-hoc manner. We reflect on the production and orchestration of the game, including the dynamic nature of the strong episodic narrative driven by professionally produced short films that attempted to respond to the actions of players; and the difficulty of designing for engagement across hybrid and temporally expansive performance space. We suggest that an ARG whose boundaries -
Using Google Trends Data to Gauge Interest in Virtual Worlds 1
Volume 10, Number 1 Assembled 2017 May 2017 Editor In Chief Yesha Sivan Tel Aviv University The Coller Institute of Venture Issue Editor Victoria McArthur University of Toronto, Canada Coordinating Editor Tzafnat Shpak The JVWR is an academic journal. As such, it is dedicated to the open exchange of information. For this reason, JVWR is freely available to individuals and institutions. Copies of this journal or articles in this journal may be distributed for research or educational purposes only free of charge and without permission. However, the JVWR does not grant permission for use of any content in advertisements or advertising supplements or in any manner that would imply an endorsement of any product or service. All uses beyond research or educational purposes require the written permission of the JVWR. Authors who publish in the Journal of Virtual Worlds Research will release their articles under the Creative Commons Attribution No Derivative Works 3.0 United States (cc-by-nd) license. The Journal of Virtual Worlds Research is funded by its sponsors and contributions from readers. http://jvwresearch.org Using Google Trends Data to Gauge Interest in Virtual Worlds 1 Volume 10, Number 1 Assembled 2017 May, 2017 Using Google Trends Data to Gauge Interest in Virtual Worlds Anthony Crider Elon University Jessica Torrez-Riley Elon University Abstract Virtual worlds rose and fell in popularity a decade ago, and today's nascent commercially- available virtual reality could repeat this pattern. With sparse data available for gauging interest in technology products, such as virtual worlds or virtual reality, Google Trends search popularity has been used in prior studies as a proxy for global interest. -
The Production of Agency in Locative Media Art Practice
Technological University Dublin ARROW@TU Dublin Doctoral Applied Arts 2012-6 The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice Conor McGarrigle Technological University Dublin Follow this and additional works at: https://arrow.tudublin.ie/appadoc Part of the Arts and Humanities Commons Recommended Citation McGarrigle, C. (2012) The Construction of Locative Situations: the Production of Agency in Locative Media Art Practice. Doctoral Thesis. Dublin, Technological University Dublin. doi:10.21427/D7D88Q This Theses, Ph.D is brought to you for free and open access by the Applied Arts at ARROW@TU Dublin. It has been accepted for inclusion in Doctoral by an authorized administrator of ARROW@TU Dublin. For more information, please contact [email protected], [email protected]. This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 4.0 License The Construction of Locative Situations: the production of agency in Locative Media art practice. Conor McGarrigle, BSc University College Dublin, MA National College of Art & Design Dublin. This Thesis is submitted to the Dublin Institute of Technology in Candidature for the Degree of Doctor of Philosophy Graduate School of Creative Arts and Media & Digital Media Centre June 2012 Supervised by: Dr. James Carswell, Head of Spatial Information Technologies Research, Digital Media Centre DIT. Mr. Martin McCabe, Lecturer School of Media, DIT & Teaching Fellow, GradCAM. Dr. Brian O'Neill, Head School of Media, DIT. Abstract This thesis is a practice led enquiry into Locative Media (LM) which argues that this emergent art practice has played an influential role in the shaping of locative technologies in their progression from new to everyday technologies. -
Extreme-Right Gamification
By Ben Lee Only Playing: Extreme-Right Gamification WHILE EXTREMIST IDEAS The game offers purchasers the chance to kill demons, INSPIRE VIOLENCE IN A FEW, vegans, and socialists. FOR THE MANY, PARTICIPATION INCREASINGLY RESEMBLES A As with Jihadist propaganda, video games have also been CONSEQUENCE-FREE GAME incorporated into extreme-right propaganda, often as a SEPARATE FROM REALITY. source of memes or, in some cases, used to re-stage terror attacks at an elaborate level of detail, right down to the Video games and right-wing extremism (RWE) seem choice of weapons and music. These developments are inseparable. commonly subsumed under the heading of gamification. Examples of previous mixed-reality or related pervasive elaborate pervasive game and are often distant from the Multiple links have been documented between extreme- games include Pokémon GO, which for a time brought violent consequences of the subcultures they participate Although the concept of gamification has a specific right violence and video-game cultures. These include together large numbers of smartphone-wielding players in. meaning, it has come to be used often as a catch-all term the appearance of terrorist manifestos with references in physical spaces attempting to catch virtual Pokémon, for references to video game culture within extremist to video games, modifications to popular games to bring often not without consequences. The consequences of this sort of gamification are circles and the incorporation of video-game-like them into line with extreme-right values, the presence of uncertain at this point. elements into participatory systems. extremists on gaming platforms, and a misogyny-laced Within the extreme-right, much has been made of the mass migration to and fusion of digital platforms around Probably the most concerning from the point of view of controversy in video gaming that did much to politicise However, gamification is also a way into a deeper extremist participation. -
Platf Orm Game First Person Shooter Strategy Game Alternatereality Game
First person shooter Platform game Alternate reality game Strategy game Platform game Strategy game The platform game (or platformer) is a video game genre Strategy video games is a video game genre that emphasizes characterized by requiring the player to jump to and from sus- skillful thinking and planning to achieve victory. They empha- pended platforms or over obstacles (jumping puzzles). It must size strategic, tactical, and sometimes logistical challenges. be possible to control these jumps and to fall from platforms Many games also offer economic challenges and exploration. or miss jumps. The most common unifying element to these These games sometimes incorporate physical challenges, but games is a jump button; other jump mechanics include swing- such challenges can annoy strategically minded players. They ing from extendable arms, as in Ristar or Bionic Commando, are generally categorized into four sub-types, depending on or bouncing from springboards or trampolines, as in Alpha whether the game is turn-based or real-time, and whether Waves. These mechanics, even in the context of other genres, the game focuses on strategy or tactics. are commonly called platforming, a verbification of platform. Games where jumping is automated completely, such as The Legend of Zelda: Ocarina of Time, fall outside of the genre. The platform game (or platformer) is a video game genre characterized by requiring the player to jump to and from sus- pended platforms or over obstacles (jumping puzzles). It must be possible to control these jumps and to fall from platforms or miss jumps. The most common unifying element to these games is a jump button; other jump mechanics include swing- ing from extendable arms, as in Ristar or Bionic Commando, or bouncing from springboards or trampolines, as in Alpha Waves. -
Gap Analysis”
“The research leading to these results has received funding from the European Community's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 249025” “Gap Analysis” Deliverable number D3.2 D3.2_Mobile Game Arch_Gap Analysis-V.1.0 Version: 1.0 Last Update: 02/04/2013 Distribution Level: PU Distribution level PU = Public, RE = Restricted to a group of the specified Consortium, PP = Restricted to other program participants (including Commission Services), CO= Confidential, only for members of the Mobile GameArch Consortium (including the Commission Services) Partner Name Short Name Country JCP-CONSULT JCP FR European Game Developers Federation EGDF SW NCC SARL NCC FR NORDIC GAME RESOURCES AB NGR SW Abstract: This document seeks to identify the Gaps in the European mobile games content industry, in view to use these findings in the Recommendations paper, to be published in the last months of this project (June 2013). “The research leading to these results has received funding from the European Union's Seventh Framework Programme (FP7/2007-2013) under grant agreement n° 288632” Mobile Game Arch Page: 2 of 95 FP7 – ICT– GA 288632 Document Identity Title: Gap Analysis Subject: Report Number: File name: D3.2_Mobile Game Arch_Gap Analysis-v.1.0 Registration Date: 2013.04.02 Last Update: 2013.04.02 Revision History No. Version Edition Author(s) Date 1 0 0 Erik Robertson (NGR) 27.02.2013 Comments: Initial version 2 0 2 Kristaps Dobrajs (JCP-C) 29.03.2013 Comments: Formatting and editing 3 1 0 Kristaps Dobrajs, Jean-Charles Point -
Children on Virtual Worlds September 08
Children on virtual worlds September 08 What parents should know 2 Children on virtual worlds: What parents should know About ENISA The European Network and Information Security Agency (ENISA) is an EU agency created to advance the functioning of the internal market. ENISA is a centre of excellence for the European Member States and European institutions in network and information security, giving advice and recommendations and acting as a switchboard of information for good practices. Moreover, the agency facilitates contacts between the European institutions, the Member States and private business and industry actors. Contact details: For contacting ENISA or for general enquiries on information security awareness matters, please use the following details: e-mail: Isabella Santa, Senior Expert Awareness Raising — [email protected] Internet: http://www.enisa.europa.eu/ Legal notice Notice must be taken that this publication represents the views and interpretations of the authors and editors, unless stated otherwise. This publication should not be construed to be an action of ENISA or the ENISA bodies unless adopted pursuant to the ENISA Regulation (EC) No 460/2004. This publication does not necessarily represent state-of the-art and it might be updated from time to time. Third-party sources are quoted as appropriate. ENISA is not responsible for the content of the external sources including external websites referenced in this publication. This publication is intended for educational and information purposes only. Neither ENISA nor any person acting on its behalf is responsible for the use that might be made of the information contained in this publication. Reproduction is authorised provided the source is acknowledged.