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Using geolympus to create a pervasive game experience in the higher education context

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Abstract

The number of game experiences based on the player's location has increased recently due to proliferation of and innovation in related technologies. In the educational context, the goal of these games has been to increase the player's skills with respect to a particular topic. When pervasive or narrative components are added; however, complexity of construction and support increases, requiring a tool to manage the information both appropriately and dynamically. Space and pervasiveness of social interaction work together to achieve objectives through the exchange of information between several pervasive games to provide a better game experience. This paper presents a platform enabled to create game experiences based on the player's location to improve students’ skills by applying the pervasive narrative. It then validates a game experience designed and built in a higher education environment.

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Acknowledgements

This work has been funded by the Ministry of Economy and Competitiveness of Spain as part of the JUGUEMOS (TIN2015-67149-C3) and PERGAMEX-ACTIVE (RTI2018-096986-B-C32) projects. In addition, we would like to thank the professors, directors and students of the EAM University Institution, who supported the process of validation and execution of the Discovering-EAM experience.

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Correspondence to Fernando Moreira.

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Arango-López, J., Vela, F.L.G., Rodríguez, P.P. et al. Using geolympus to create a pervasive game experience in the higher education context. Univ Access Inf Soc 21, 895–907 (2022). https://doi.org/10.1007/s10209-021-00802-6

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