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Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games

Published: 03 June 2009 Publication History

Abstract

In this paper we report a case study where two versions of the same outdoor pervasive game were compared: one featuring a virtual game object and the other with a tangible representation of it. Our aim was to explore the effect on social interaction and physical activity; two characteristics of Head-Up Games. Based on evaluation with 27 children we can conclude that both approaches support Head-Up Games well, and offer different design opportunities that should be explored further.

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  • (2020)Little Genius: An Experiment in Internet of Tangible Learning Things2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT)10.1109/ICALT49669.2020.00028(69-71)Online publication date: Jul-2020
  • (2019)Play PolesProceedings of the 2019 on Designing Interactive Systems Conference10.1145/3322276.3323693(1293-1305)Online publication date: 18-Jun-2019
  • (2019)Designing for Digital Playing OutProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300909(1-15)Online publication date: 2-May-2019
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  1. Evaluating outdoor play for children: virtual vs. tangible game objects in pervasive games

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    cover image ACM Other conferences
    IDC '09: Proceedings of the 8th International Conference on Interaction Design and Children
    June 2009
    347 pages
    ISBN:9781605583952
    DOI:10.1145/1551788
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Published: 03 June 2009

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    Author Tags

    1. children
    2. outdoor games
    3. pervasive games

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    View all
    • (2020)Little Genius: An Experiment in Internet of Tangible Learning Things2020 IEEE 20th International Conference on Advanced Learning Technologies (ICALT)10.1109/ICALT49669.2020.00028(69-71)Online publication date: Jul-2020
    • (2019)Play PolesProceedings of the 2019 on Designing Interactive Systems Conference10.1145/3322276.3323693(1293-1305)Online publication date: 18-Jun-2019
    • (2019)Designing for Digital Playing OutProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300909(1-15)Online publication date: 2-May-2019
    • (2018)Co-located augmented play-spaces: past, present, and perspectivesJournal on Multimodal User Interfaces10.1007/s12193-018-0269-z12:3(225-255)Online publication date: 14-Aug-2018
    • (2017)Design and Evaluation of RaPIDO, A Platform for Rapid Prototyping of Interactive Outdoor GamesACM Transactions on Computer-Human Interaction10.1145/310570424:4(1-30)Online publication date: 23-Aug-2017
    • (2017)Identifying Patterns in IDC ResearchProceedings of the 2017 Conference on Interaction Design and Children10.1145/3078072.3079739(107-116)Online publication date: 27-Jun-2017
    • (2016)Using a tangible interactive tabletop to learn at schoolActes de la 28ième conference francophone sur l'Interaction Homme-Machine10.1145/3004107.3004120(155-166)Online publication date: 25-Oct-2016
    • (2015)RFID interactive tabletop application with tangible objectsPersonal and Ubiquitous Computing10.1007/s00779-015-0891-719:8(1259-1274)Online publication date: 1-Dec-2015
    • (2014)Play it our wayProceedings of the 2014 conference on Interaction design and children10.1145/2593968.2593973(95-104)Online publication date: 17-Jun-2014
    • (2014)Designing Interactive Outdoor Games for ChildrenPlayful User Interfaces10.1007/978-981-4560-96-2_6(119-140)Online publication date: 18-Feb-2014
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