Making the Real World as a Game World to Learners by Applying Game-Based Learning Scenes into Ubiquitous Learning Environment

Author(s):  
Maiga Chang ◽  
Stis Wu ◽  
Jia-Sheng Heh
2016 ◽  
Vol 5 (1) ◽  
pp. 15-19 ◽  
Author(s):  
Lee Humphreys

Around every new media technology debates circle about whether the technology is bringing people socially closer or pushing us further apart. According to popular press accounts, Pokémon GO players are absorbed into a game world on their phone with no attention or interest in the “real” world around them. But coupled with these accounts are stories of people exploring their neighborhoods and of marriage proposals in the midst of Pokémon hunting. This article puts Pokémon GO into a longer context of mobile technologies and sociospatial practice to explore the kinds of social interactions that can emerge around and through the use of Pokémon GO. In particular, the article explores how people can use the platform as both an involvement shield and social catalyst.


2020 ◽  
Author(s):  
Navdeep Singh ◽  
Sabah Mohammed

In this paper, we design a mobile 2D platformer game named 'ExerAdventure' where progress inside the game world is dependent on physical activity in the real world. The game has two modes, namely adventure and story mode. This design can motivate people to lead an active and healthy lifestyle.


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