2019
DOI: 10.1007/978-3-030-32523-7_46
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Toys That Mobilize: Past, Present and Future of Phygital Playful Technology

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Cited by 9 publications
(3 citation statements)
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“…enjoyment when playing a game; Leite et al , 2008; dissipation in states of momentary solitude; Odekerken-Schröder et al , in press). It might be deployed to prevent both older adults and children from experiencing minor psychological discomfort during isolation periods (Heljakka and Ihamäki, 2020). An example is Alibaba's DWI Dowellin, a small robot on wheels which entertains users by singing and dancing (Alibaba, 2020).…”
Section: Robotic Transformative Potential In Times Of Covid-19 and Beyond – A Typologymentioning
confidence: 99%
“…enjoyment when playing a game; Leite et al , 2008; dissipation in states of momentary solitude; Odekerken-Schröder et al , in press). It might be deployed to prevent both older adults and children from experiencing minor psychological discomfort during isolation periods (Heljakka and Ihamäki, 2020). An example is Alibaba's DWI Dowellin, a small robot on wheels which entertains users by singing and dancing (Alibaba, 2020).…”
Section: Robotic Transformative Potential In Times Of Covid-19 and Beyond – A Typologymentioning
confidence: 99%
“…Through a systematic review, Ling et al [18] pointed out that these toys can fulfil three distinct functions: establishing connections with other devices or services, enabling interaction between humans and toys, and processing data. Similarly, Heljakka and Ihamäki [19] found that these toys are also capable of acquiring knowledge from the actions of their users and modifying their responses to environments, thereby generating increasingly complex interactions and unexpected scenarios that can assist in retaining the player's attention. As such, these toys motivate participants to stay active.…”
Section: Digital Technology and Playmentioning
confidence: 99%
“…For example, faces are a stimulus that has a level of attractiveness or beauty that is often associated with desire. In addition, faces are associated with emotional aspects (Saegusa et al, 2015) and the familiarity that these can represent to a person to leads to preference (Liao et al, 2013) and recognize the capacity of remind aspect related to consumer experience (Heljakka and Ihamäki, 2019). The stimulus, due to its familiarity, can change a consumer's decision-making process.…”
Section: Introductionmentioning
confidence: 99%