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Collaboration through gaming

Collaboration through gaming

Daylamani Zad, Damon, Angelides, Marios C. and Agius, Harry (2014) Collaboration through gaming. In: Angelides, Marios C. and Agius, Harry, (eds.) Handbook of Digital Games. John Wiley & Sons, Inc., Hoboken, NJ, USA, pp. 235-273. ISBN 9781118328033 (doi:https://doi.org/10.1002/9781118796443.ch9)

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Abstract

This chapter investigates the development of multipurpose collaborative games. In order to enable this a design framework is proposed for considering, first, the application and usage of the two dimensions (lusory and ludic dimensions) both in literature and decision-making games and, second, its successful deployment in a popular supply chain game. With the increase in tangible user interfaces (TUIs)-based gaming devices such as PlayStation Move, Xbox Kinect, and Nintendo Wii and the increasing ubiquity of TUI-based applications, the authors argue that educational collaborative games should move toward using gestural-sensitive TUIs for the design of educational games for children.

Item Type: Book Section
Additional Information: [1] Chapter 9. [2] Print ISBN: 9781118328033 (published 26 March 2014); Online ISBN: 9781118796443 (published 7 March 2014).
Uncontrolled Keywords: chain game, collaborative games, decision-making games, ludic dimension, lusory dimension
Subjects: G Geography. Anthropology. Recreation > GV Recreation Leisure
H Social Sciences > HT Communities. Classes. Races
Q Science > QA Mathematics
Faculty / School / Research Centre / Research Group: Faculty of Engineering & Science > School of Computing & Mathematical Sciences (CMS)
Faculty of Engineering & Science
Related URLs:
Last Modified: 04 Mar 2022 13:08
URI: http://gala.gre.ac.uk/id/eprint/12173

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