2020
DOI: 10.3389/fcomp.2020.00030
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Serious Pervasive Games

Abstract: Serious Pervasive Games extend the magic circle (Huizinga, 1938) to the players' context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related pr… Show more

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Cited by 15 publications
(13 citation statements)
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“…Emergent technologies like AR provide high interactivity and immersion, which can improve learning achievement, particularly in STEM education [17,26,36]. In addition, because of the increasing accessibility to more equipped mobile devices, MAR has been gaining prominence in applications with game-based learning purposes, namely in the context of Serious and Pervasive Games [41].…”
Section: Discussionmentioning
confidence: 99%
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“…Emergent technologies like AR provide high interactivity and immersion, which can improve learning achievement, particularly in STEM education [17,26,36]. In addition, because of the increasing accessibility to more equipped mobile devices, MAR has been gaining prominence in applications with game-based learning purposes, namely in the context of Serious and Pervasive Games [41].…”
Section: Discussionmentioning
confidence: 99%
“…Because it provides physical movement and interaction with the real world, this game is also included in the pervasive games' paradigm [5,15]. In fact, joining the surrounding environment (physical world) with the fictive game's world improves the player's engagement and promotes situated learning approaches [41]. When the player captures a celestial body, a question about its characteristics appears on the screen of the mobile device with four possible answers (Figures 20 and 21).…”
Section: Discussionmentioning
confidence: 99%
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“…Tiene que ver con los llamados juegos pervasivos, programas de experiencia virtual que no están estrictamente vinculados a una localización física o temporal (Laine y Joy 2009). El conocimiento pervasivo implica una experiencia inmersiva que media entre la mente del usuario, el medio físico en todas sus dimensiones y la realidad virtual (Coelho 2020). Hablamos, por otro lado, del acceso a un territorio multisensorial y no solo de estímulos visuales.…”
Section: Discusión: Otras Lógicas De La Imagenunclassified