Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2017
DOI: 10.1145/3116595.3116612
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A Framework Supporting Selecting Space to Make Place in Spatial Mixed Reality Play

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Cited by 24 publications
(10 citation statements)
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References 37 publications
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“…The interrelation between place and gamification is also mediated by the spatial relationship and the sense of place. Sharma et al [100] wondered how game designers select physical spaces to create places. In their review, they developed a detailed classification for the use of space in mixed reality games, which can also be understood according to the spatial (and temporal) relationship and the sense of place.…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…The interrelation between place and gamification is also mediated by the spatial relationship and the sense of place. Sharma et al [100] wondered how game designers select physical spaces to create places. In their review, they developed a detailed classification for the use of space in mixed reality games, which can also be understood according to the spatial (and temporal) relationship and the sense of place.…”
Section: Resultsmentioning
confidence: 99%
“…As stated previously, place matters. Designers, psychologists, geographers and urbanists should work together to carefully consider the multiple relationships to places when selecting and incorporating places in mental health interventions [100]. The creation and identification of places, which gather subjective perceptions of the interaction between people and the environment and place value on them, can have a great impact on the effectiveness of mental health interventions.…”
Section: Discussionmentioning
confidence: 99%
“…Or, these works examine how the construction of a map creates meaning for a space [94]. These works also examine how maps in games generally maintain a sense of space in a world where our relationship to space and place is diminishing [62,100]. Each of these projects are not about the interface, but the map as an object; its relationship to the gameworld; and its function as a creator of space, time, and story.…”
Section: A Brief History Of Game Mapsmentioning
confidence: 99%
“…The interrelation between place and gamification is also mediated by the spatial relationship and the sense of place. Sharma et al [274] wondered how game designers select physical spaces to create places. In their review, the authors developed a detailed classification for the use of space in mixed reality games, which can also be understood according to the spatial (and temporal) relationship and the sense of place.…”
Section: Resultsmentioning
confidence: 99%
“…Designers, psychologists, geographers and urbanists should work together to carefully consider the multiple relationships to places when selecting and incorporating places in mental health interventions [274]. The creation and identification of places, which gather subjective perceptions of the interaction between people and the environment and place value on them, can have a great impact on the effectiveness of mental health interventions.…”
Section: Considerations [Rq23]mentioning
confidence: 99%