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VR Immersive Slow Reef Experience

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Serious Games (JCSG 2016)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 9894))

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Concept Statement

In this ever-advancing world, technologies that are slow are considered inferior, of the past and redundant, passé or obsolete. But there is an increasing belief that faster technologies creating faster work, faster lifestyles and leisure pursuits is having a detrimental effect on, and eroding our values, traditions, cultures, practices and experiences. Counter movements that promote a slower pace of life are for example slow technology, slow food, slow families and slow fixes. Following this trend, our work explores some of the latest, fastest virtual reality technology as platform for slow serious gameplay, stories and experiences. This immersive VR experience is a continuation of our work on slow interactions, slow serious gameplay and slow interactive movies to create a sense of calm and peacefulness and so open opportunities for reflection and contemplation. Specifically, this work allows participants to explore, learn about and experience the beauty and wonder of corals, marine life and ecosystems in Australia’s Great Barrier Reef and create awareness of human activity that is harmful, disruptive and is ultimately destroying the reef.

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References

  1. Marsh, T., Costello, B.: Lingering serious experience as trigger to raise awareness, encourage reflection and change behavior. In: Berkovsky, S., Freyne, J. (eds.) PERSUASIVE 2013. LNCS, vol. 7822, pp. 116–124. Springer, Heidelberg (2013)

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  2. Marsh, T.: Slow serious games, interactions and play: designing for positive and serious experience and reflection. Entertainment Comput. 14, 45–53 (2016)

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  3. Marsh, T., Costello, B.: Experience in serious games: between positive and serious experience. In: Ma, M., Oliveira, M.F., Hauge, J.B., Duin, H., Thoben, K.-D. (eds.) SGDA 2012. LNCS, vol. 7528, pp. 255–267. Springer, Heidelberg (2012)

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Correspondence to Tim Marsh .

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© 2016 Springer International Publishing AG

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Marsh, T., Jenson, N., Constantine, W., Miller, E. (2016). VR Immersive Slow Reef Experience. In: Marsh, T., Ma, M., Oliveira, M., Baalsrud Hauge, J., Göbel, S. (eds) Serious Games. JCSG 2016. Lecture Notes in Computer Science(), vol 9894. Springer, Cham. https://doi.org/10.1007/978-3-319-45841-0_34

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  • DOI: https://doi.org/10.1007/978-3-319-45841-0_34

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-45840-3

  • Online ISBN: 978-3-319-45841-0

  • eBook Packages: Computer ScienceComputer Science (R0)

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