BioSpil

Bringing interactivity and gaming into a cinema-context

Tobias Tretow-Fish, Dan Andersen, Lisa Klemm Larsen, Eva Brooks*

*Kontaktforfatter

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

Resumé

This paper presents a study on a current phenomenon conceptualized as BioSpil, which brings interactivity and gaming into a cinema context. The study focused on two questions, namely in what way BioSpil can be called a game, and how it functions as a social game. The study applied an ethnographic approach. The analysis showed that BioSpil had a game-like character, but were, to a certain extent, in conflict with two of Calliois’ categories that can define a game, namely being free and separate in time and space. The aspect of a game as being free, is not only dependent on accessibility in terms of devices, but also on cultural and contextual factors. This influenced the conditions of what constitute accepted and expected behaviors of visitors in a cinema-context. Furthermore, the analysis identified that BioSpil offered three kinds of social spaces; an active, a passive, and an external space.
OriginalsprogEngelsk
TitelInteractivity, Game Creation, Design, Learning, and Innovation : 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings
Antal sider13
ForlagPhysica-Verlag
Publikationsdato1 jan. 2018
Sider445-457
ISBN (Trykt)978-3-319-76907-3
ISBN (Elektronisk)978-3-319-76908-0
DOI
StatusUdgivet - 1 jan. 2018
Begivenhed6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017 - Heraklion, Grækenland
Varighed: 30 okt. 201731 okt. 2017

Konference

Konference6th EAI International Conference on Interactivity and Game Creation, ArtsIT 2017 and the 2nd International Conference on Design, Learning and Innovation, DLI 2017
LandGrækenland
ByHeraklion
Periode30/10/201731/10/2017
NavnLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST
Vol/bind229
ISSN1867-8211

Fingerprint

Gaming
Cinema
Interactivity
Contextual Factors
Social Space
Cultural Factors
Accessibility
Ethnographic

Citer dette

Tretow-Fish, T., Andersen, D., Larsen, L. K., & Brooks, E. (2018). BioSpil: Bringing interactivity and gaming into a cinema-context. I Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings (s. 445-457). Physica-Verlag. Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Bind. 229 https://doi.org/10.1007/978-3-319-76908-0_43
Tretow-Fish, Tobias ; Andersen, Dan ; Larsen, Lisa Klemm ; Brooks, Eva. / BioSpil : Bringing interactivity and gaming into a cinema-context. Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings. Physica-Verlag, 2018. s. 445-457 (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Bind 229).
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Tretow-Fish, T, Andersen, D, Larsen, LK & Brooks, E 2018, BioSpil: Bringing interactivity and gaming into a cinema-context. i Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings. Physica-Verlag, Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, bind 229, s. 445-457, Heraklion, Grækenland, 30/10/2017. https://doi.org/10.1007/978-3-319-76908-0_43

BioSpil : Bringing interactivity and gaming into a cinema-context. / Tretow-Fish, Tobias; Andersen, Dan; Larsen, Lisa Klemm; Brooks, Eva.

Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings. Physica-Verlag, 2018. s. 445-457 (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Bind 229).

Publikation: Bidrag til bog/antologi/rapport/konference proceedingKonferenceartikel i proceedingForskningpeer review

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Tretow-Fish T, Andersen D, Larsen LK, Brooks E. BioSpil: Bringing interactivity and gaming into a cinema-context. I Interactivity, Game Creation, Design, Learning, and Innovation: 6th International Conference, ArtsIT 2017, and Second International Conference, DLI 2017, Heraklion, Crete, Greece, October 30–31, 2017, Proceedings. Physica-Verlag. 2018. s. 445-457. (Lecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering, LNICST, Bind 229). https://doi.org/10.1007/978-3-319-76908-0_43