Augmenting mobile computing with video game elements to support, motivate and engage young people in educational, real-world events
Fitz-Walter, Zachary (2010) Augmenting mobile computing with video game elements to support, motivate and engage young people in educational, real-world events. In OzCHI 2010 Conference Proceedings, ACM, Queensland University of Technology, Brisbane, Queensland.
Video games have shown great potential as tools that both engage and motivate players to achieve tasks and build communities in fantasy worlds. We propose that the application of game elements to real world activities can aid in delivering contextual information in interesting ways and help young people to engage in everyday events. Our research will explore how we can unite utility and fun to enhance information delivery, encourage participation, build communities and engage users with utilitarian events situated in the real world. This research aims to identify key game elements that work effectively to engage young digital natives, and provide guidelines to influence the design of interactions and interfaces for event applications in the future. This research will primarily contribute to areas of user experience and pervasive gaming.
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|Item Type:||Conference Paper|
|Additional Information:||Full text saved to I:drive|
|Keywords:||user experience, pervasive gaming, gamification, mobile phones, ubiquitous computing|
|Subjects:||Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600)|
Australian and New Zealand Standard Research Classification > INFORMATION AND COMPUTING SCIENCES (080000) > INFORMATION SYSTEMS (080600) > Computer-Human Interaction (080602)
|Divisions:||Past > QUT Faculties & Divisions > Faculty of Science and Technology|
Past > Schools > Information Systems
Current > Research Centres > Smart Services CRC
|Copyright Owner:||Copyright 2010 ACM Digital Library|
|Deposited On:||01 Nov 2011 14:22|
|Last Modified:||01 Nov 2011 14:22|
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