Ambient Gaming and Play: Opportunities and Challenges

نویسندگان

  • Janienke Sturm
  • Ben A. M. Schouten
چکیده

During the workshop on Ambient Gaming (AmGam’11) at the International Conference on Ambient Intelligence in Amsterdam, 16-18 November 2011, 17 participants from 8 different countries discussed emerging research topics around Ambient Gaming. With ambient games and play we denote playful activities that are seamlessly integrated within our daily lives in such a way that the boundaries between other activities and play disappear or blur. Ambient games blend the virtual and real world and are interacted with through multiple ubiquitous devices. Ambient games and play have a strong motivational character and may offer more natural and improved interaction. However, we are also faced with many challenges, not only technological, but societal and ethical as well.

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

منابع مشابه

Ambient Games, Revealing a Route to a World Where Work is Play?

A novel way of playing games called ambient gaming is defined and described. Growing out of ideas in ambient music, ambient gaming is defined as “ignorable as it is interesting” after Brian Eno’s description of ambient music. Ambient gaming is set in the context of existing games. Further, ambient games are set in a technological context, showing that the technology enabling their development i...

متن کامل

Emergent Learning through Playful Interactions and Serious Games When Combining Ambient Intelligence with Wireless Grids

The purpose of this paper is to explore emergent learning in relation to playful interactions and instances of serious game conceptualization when combining the emerging and next generation technologies of ambient awareness with wireless grids. A review of the literature is presented for playful interactions and serious games in relation to ambient awareness and wireless grids. Using a case stu...

متن کامل

Gaming New Zealand’s Emergency Department Target: How and Why Did It Vary Over Time and Between Organisations?

Background Gaming is a potentially dysfunctional consequence of performance measurement and management systems in the health sector and more generally. In 2009, the New Zealand government initiated a Shorter Stays in Emergency Department (SSED) target in which 95% of patients would be admitted, discharged or transferred from an emergency department (ED) within 6 hours. The implementation ...

متن کامل

An Overview of Islamic World\'s Geopolitical Position in the Power Game and World Leadership; Opportunities and Challenges

This article studies whether the Islamic world's geopolitics has enough capacity and capability to compete in the power game and world leadership. The results of this article indicate that Islamic world's geopolitics with a lot of economic, military, strategic and ideological capacities is capable enough to compete with great powers in the track to achieve world leadership; on the condition tha...

متن کامل

Wee Wii: Preschoolers and Motion-Based Game Play

In this paper, the authors specifically focus on the opportunities and challenges presented by the Nintendo Wii to preschoolers in context to three key objectives in order to facilitate game development: First, to understand the range of physical and cognitive abilities of preschoolers in motion-based game play; Second, to understand how preschoolers interact with the Wii; Third, to understand ...

متن کامل

ذخیره در منابع من


  با ذخیره ی این منبع در منابع من، دسترسی به آن را برای استفاده های بعدی آسان تر کنید

برای دانلود متن کامل این مقاله و بیش از 32 میلیون مقاله دیگر ابتدا ثبت نام کنید

ثبت نام

اگر عضو سایت هستید لطفا وارد حساب کاربری خود شوید

عنوان ژورنال:

دوره   شماره 

صفحات  -

تاریخ انتشار 2011