Projekter pr. år
Abstract
This chapter analyses the relationship between players, the game world, and the ordinary world in alternative reality games (ARGs) and location-based games (LBGs). These games use technology to create a game world in the everyday scene. The topic of this chapter is the concept of the 'magic circle', which defines the relationship between play and the ordinary world, and how this concept relates to a new kind of game.
Originalsprog | Engelsk |
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Titel | Serious games in education : a global perspective |
Redaktører | Simon Egenfeldt-Nielsen, Bente T. Meyer, Bigitte Holm Sørensen |
Forlag | Aarhus Universitetsforlag |
Publikationsdato | 2011 |
Sider | 170-186 |
ISBN (Trykt) | 978 87 7934 705 2 |
Status | Udgivet - 2011 |
Fingeraftryk
Dyk ned i forskningsemnerne om 'A game magically circling'. Sammen danner de et unikt fingeraftryk.Projekter
- 1 Afsluttet
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Serious Games: Serious Games on a Global Marketplace
Ejsing-Duun, S., Skovbjerg, H. M., Sørensen, B. H., Hanghøj, T. & Magnussen, R.
01/01/2007 → 31/12/2011
Projekter: Projekt › Forskning