148 research outputs found

    Discovering the New Place of Learning

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    The book explores the potential of learning outside the traditional classroom when students gain real-world experiences in a variety of contexts and public spaces such as built, natural and virtual landscapes, museums, heritage sites, science centres and community venues. The authors of the book promote and put the flexible and ‘plastic’ concept of a place of learning into action by including physical geographical location, digital, virtual and textual spaces into the analysis. The book illuminates the importance of innovative educational strategies in connecting formal, non-formal and informal education – experiential learning in museums, heritage places and communities, inquiry-based pedagogy, digital storytelling, environmental online games, narrative geographies, and the use of geospatial technologies

    Presenting ancient history through serious games: a case-study in Assyriology

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    This thesis investigates how ancient history can be effectively presented through serious games for educational purposes, by presenting a case study in the field of Assyriology. It is anticipated that the results are applicable to other fields of history and cultural heritage. A model is presented to describe how heritage and historical content can be manifested in video games, for the design of serious games for heritage and the analysis of commercial games that present historical material. The theories of reduced fidelity constrained virtual environments are applied to serious games for heritage, to reduce required development resources. A constrained implementation of a serious game for Assyriology is tested against an equivalent 3D environment, and results indicate the constrained environment can achieve comparable levels of presence, enjoyment, quality, and interest in the subject. Based on an interview with an Assyriology field expert, a methodology for the analysis and design of serious games for heritage is presented, based on activity theory. The methodology is applied to the analysis and redesign of a serious game for Assyriology, and the development of a playable prototype. An online user-test showed the redesigned game was enjoyed by participants and was effective at achieving its learning objectives

    Saudi-Arab Emerging Video Game Cultures, Archetypes, Narratives, and User Experiences

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    Arab representation in media has been a major focus of many works of renowned scholars, such as Edward Said (1978), Shaheen (2000), Karim (2005) and others. Journalism, film, television, and ancient literature have all been studied in these works. A recent addition to the study of Arab representation is the medium of video games. This was first examined by Reichmuth and Werning (2006) and Machin and Suleiman (2006) and extended by many works that are discussed in this thesis. The vast majority of the literature on Arab representation in video games focuses on Western video games and the reaction of Arab developers to these representations. Lack of specificity is another characteristic of this field. Both characteristics manifest in repeated comparative studies, where scholars select one local culture as an archetype, then embark on a comparative study of the global gaming community. In so doing, there is an unfair generalisation of Arab identity across broad and diverse regions, in terms of ethnic, ideological, national, historical, and even linguistic components. The present investigation critiques the shortcomings of this previous literature, while testing some alternative methods and approaches needed to re-examine the lack of access, language barriers and the aforementioned generalisations that have limited this field until now. Rather than assuming a single archetype for Saudi culture, this thesis departs from previous scholarship by examining the various aspects of the transformation process leading to what could be called an emergent “Saudiness”. Specifically, this study examines the construction and depiction of Saudi-Arab identity through the narratives and audiovisual content of video games, paying close attention to recent developments in Saudi cultural and media policy and the mandates set forth by the Vision 2030 development plan (SCEDA, 2016). Using theories on participatory culture (Jenkins, 2009) and spreadable media (Jenkins, Ford, and Green, 2013) as well as a content analysis of previously understudied material shared by a cohort of Saudi gamers, this research investigates the particular markers and strategies used to distinguish the spectrum of cultural aspects and elements with which Saudi gamers identify. To achieve this, the analysis focuses on three distinct archetypes of Saudi Arabs in video games: (a) the Saudis in Western video games, as suggested by previous works; (b) the Saudi citizen archetype, as recommended by state policy; and (c) the Saudi culture, as represented by Saudi gamers and Saudi game producers -- who in many cases reject the idea of a single archetype. In sum, this research sheds new light on the interactions between centralised and decentralised media in Saudi Arabia, as well as the Saudi gamers\u27 sense of agency, demonstrating how Saudis perceive Saudi representations in video games as part of a complex spectrum of interactions within a larger global gaming community

    BNAIC 2008:Proceedings of BNAIC 2008, the twentieth Belgian-Dutch Artificial Intelligence Conference

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    Supporting improvised games for young people in public spaces

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    PhD ThesisResearchers looking at technologically mediated play and games have explored how games can be taken away from the computer screen and played in outdoor spaces. This has resulted in new pervasive games that benefit from the opportunities for rich social and physical interaction in new mobile contexts. However, we have only just begun to explore these opportunities; game designs should bring young people together in these new contexts in play that is appropriate, meaningful, and can be enjoyed on their own mobile devices. The research in this thesis explores how game designers and interaction designers can design more playful mobile games for young people that can be played together in public spaces. This work draws upon a research through design approach that has been informed by the researcher’s own practice of game design and working co-creatively with custodians of public spaces. The contributions are based on the analysis of empirical data collected from two case studies in a community library and a country house, while additionally drawing upon three further game designs made in collaborations with other partners. This work contributes a game design framework that provides an approach, a step by step method, guidelines and a software library for making mobile games with more open, spontaneous, and improvised styles of play. The mobile games are designed with and based on a simplistic game system that presents digital playing cards to provide the game structure and bound play, while the mobile device is also used to configure the play space and sustain play. The intention is to provide designers with a practical and evidence-based approach to designing digital games for new mobile contexts. This work will appeal to game designers who are motivated by an interest in play and playfulness that will resonate with our childhood memories of play.UK AHRC KE Hub for the Creative Economy (ref: AH/J005150/1 Creative Exchange

    Playful User Interfaces:Interfaces that Invite Social and Physical Interaction

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    Game simulation for policy-making in urban and regional planning

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    Growing up in Technoculture: The ontological and perceptual significance of media in the lives of infants and toddlers

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    It is well documented that young children understand media differently to older children and adults, yet despite years of debate surrounding the psycho-social impact that media may have on children and youth, very little remains known about how they intercede into infants’ and toddlers’ lived experiences. We cannot assume that media have no significance in the lives of infants and toddlers simply because they may not understand the content. The particularities of very young children’s experiences of, engagement with and understanding of media cannot be expected to necessarily relate solely, or even primarily, to the media content. As an alternative this thesis focuses on the relations between very young children and media in terms of their material and corporeal effects and in this respect how media interfaces, as part of infants’ and toddlers’ environments literally mediate very young children’s possibilities for perception and action within 21st century media saturated environments. By focusing on children from birth to three years of age and their contingent material, physical environments, this thesis presents a chronology of child-technology relations as mediated relations which is necessary to understand the effect of media (conventionally understood) on their lived experience. In adopting an interdisciplinary ecological approach which relies on Maurice Merleau-Ponty’s phenomenology (1962), Donald W. Winnicott’s psychoanalysis (1957, 1960) and Don Ihde’s post-phenomenology (1995), this thesis revolves around four central concepts: embodiment, transitional objects, holding spaces and both James Gibson’s (1982) and Donald Norman’s (1990) affordances to offer a complex understanding of the significance of media as material objects in the lives of infants and toddlers. In doing so, it argues that media effect infants and toddlers in ways that are specific to the media themselves, the particular time and place in which they emerge and are used, and to babies’ and toddlers’ situatedness and capacity to act within the world
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