GeoPGD: Proposed methodology for the Implementation of Geolocated Pervasive Games

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dc.contributor.author Amengual Alcover, Esperança
dc.contributor.author Arango-López, Jeferson
dc.contributor.author Gallardo, Jesús
dc.contributor.author Gutiérrez-Vela, Francisco Luis
dc.contributor.author Collazos, Cesar A.
dc.contributor.editor Association for Computing Machinery ca
dc.date 2018
dc.date.accessioned 2024-01-11T08:48:23Z
dc.date.available 2024-01-11T08:48:23Z
dc.date.issued 2024-01-11
dc.identifier.uri http://hdl.handle.net/11201/163431
dc.description.abstract [eng] Many experiences have been applied with games in different areas of knowledge to obtain better results or to simply increase motivation or attract potential users. 1This is the case of the learning processes in the educational context, or in the rehabilitation of patients in the health context. Currently, there are new technologies that have allowed to advance in the design and development of this kind of games. The so-called Pervasive Games (PG) have not been the exception, and by mixing elements of traditional games with elements of reality, objects, characters, scenarios, etc., the PG has achieved a high point in motivation and experience of user. However, previous studies have identified the need for a methodology that directs each phase of the creation of pervasive gaming experiences due to the special characteristics that these games have. This paper presents a methodology that is integrated with the design of the pervasive Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from narrative as the core of the geolocated game experience. This methodology presents different general components that incorporate the elements of the game, the visions of the game world and the pervasive devices together with the interaction between them. In addition, a specific gaming experience is implemented that shows positive results in the learning of basic programming concepts in the first semester students of computer engineering. ca
dc.format application/pdf
dc.language.iso eng ca
dc.relation.ispartof Proceedings of the XIX International Conference on Human Computer Interaction (Interacción '18). Association for Computing Machinery, New York, NY, USA, Article 4, 1–8.
dc.subject 004 - Informàtica ca
dc.subject 74 - Dibuix. Disseny. Arts aplicades i oficis artístics ca
dc.subject.other Pervasive Games ca
dc.subject.other Methodology ca
dc.subject.other Narrative ca
dc.subject.other Geolocation ca
dc.title GeoPGD: Proposed methodology for the Implementation of Geolocated Pervasive Games ca
dc.type Book chapter ca
dc.type info:eu-repo/semantics//Book chapter
dc.type info:eu-repo/semantics/publishedVersion
dc.identifier.doi doi.org/10.1145/3233824.3233862 ca


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