scholarly journals Engaging Users with an AR Pervasive Game for Personal Urban Awareness

Author(s):  
Mónica Sánchez-Francisco ◽  
Paloma Díaz ◽  
Federico Fabiano ◽  
Ignacio Aedo
Keyword(s):  
2021 ◽  
Author(s):  
Álvaro Pérez ◽  
Jesús Gallardo ◽  
Raquel Lacuesta ◽  
Silvia Hernández

Author(s):  
Mark McMahon

The chapter outlines the design of a game to raise nutritional awareness within primary school-aged children. The game uses a blend of simulated and pervasive elements using ubiquitous technologies to enhance children’s capacity to make informed choices with regard to their own eating habits. Nute’s Adventures in Nomland is a project currently being undertaken at an Australian university to explore the potential of a casual game can be used to help parents and children understand the different nutritional values of the food they eat. The game contains both pervasive and simulation elements. The pervasive nature of the game is evident in the use of mobile phones to scan nutrition labels as part of a shopping activity. This shopping is then brought into a simulation game that allows learners to explore the effects of their decisions on a virtual pet, Nute, and then identify strategies to address shortfalls in that decision-making.


2019 ◽  
Vol 6 ◽  
pp. 205566831984444 ◽  
Author(s):  
Luciano HO Santos ◽  
Kazuya Okamoto ◽  
Shusuke Hiragi ◽  
Goshiro Yamamoto ◽  
Osamu Sugiyama ◽  
...  

Introduction Promoting active lifestyles among older adults can bring drastic benefits for their quality of life. The innovative mechanics of pervasive games – that mix real and virtual worlds – can further engage and motivate elderly people into that goal. Using social interaction as a study case, we designed and evaluated the feasibility of a pervasive game to investigate how game design elements can affect the levels of physical activity of older adults. Methods A mobile, location-based pervasive game was developed, and a study with community dwelling elderly volunteers from Kyoto, Japan was performed to evaluate its feasibility as an experiment system. Results Participants reported that the theme and visual style of the game was adequate, and that game rules and goals could be easily understood. The game was considered enjoyably challenging and engaging. Further analysis showed that next iterations of the system must pay special attention to the level of complexity of controls, and that new ways to connect players when there are few people playing or when they are too far apart are necessary. Conclusions The design allowed to test for variations on pervasive mechanics and was effective to engage elderly people, encouraging further investigation.


Author(s):  
Michel Simatic ◽  
Isabelle Astic ◽  
Coline Aunis ◽  
Annie Gentes ◽  
Aude Guyot-Mbodji ◽  
...  
Keyword(s):  

Author(s):  
Jhonny Paul Taborda ◽  
Jeferson Arango-López ◽  
Cesar A. Collazos ◽  
Francisco Luis Gutiérrez Vela ◽  
Fernando Moreira

2017 ◽  
Vol 13 (4) ◽  
pp. 386-407
Author(s):  
Vlasios Kasapakis ◽  
Damianos Gavalas

Purpose Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Design/methodology/approach This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches. Findings The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario. Originality/value Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.


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