Collaboration between generations in alternate reality games

Hausknechtho, Simone ; Kaufman, David

Resumo:

There has been limited research that explores intergenerational play especially in the context of digital games. In this paper, we explore the idea of using alternate reality games (ARGs) for collaborative learning between

players from different generations. ARGs provide an opportunity for engaging, immersive, gameplay where collaboration is often required. First, we describe the role of serious games for older adults and intergenerational
learning. Second, we describe ARGs as a new type of game for collaborative learning and articulate a series of design considerations for creating ARGs for intergenerational learning. These games focus on ways to promote
collaboration by blurring the boundaries between real life and the game, utilizing collaborative storytelling, and using demographic-specific mixed media.

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DOI: 10.5151/9788580393040-03

Referências bibliográficas
  • AARSAND, P. A. (2007). Computer and Video Games in Family Life The digital divide as a resource in intergenerational interactions. Childhood, 14(2), 235-256. ADAMS, E. (2013). Fundamentals of game design. Pearson Education. BASAK, C., BOOT, W. R., VOSS, M. W., & KRAMER, A. F. (2008). Can training in a real-time strategy video game attenuate cognitive decline in older adults?.Psychology and aging, 23(4), 765. BENFORD, S., CRABTREE, A., REEVES, S., SHERIDAN, J., DIX, A., FLINTHAM, M., & DROZD, A. (2006). The frame of the game: blurring the boundary between fiction and reality in mobile experiences. In Proceedings of the SIGCHI conference on Human Factors in computing systems, 427-436. ACM.BENFORD, S., GIANNACHI, G., KOLEVA, B., & RODDEN, T. (2009, April). From interaction to trajectories: designing coherent journeys through user experiences. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 709-718). ACM.
Como citar:

HAUSKNECHTHO, Simone; KAUFMAN, David; "Collaboration between generations in alternate reality games", p. 37-46. Design para acessibilidade e inclusão. São Paulo: Blucher, 2018.
ISBN: 9788580393040, DOI 10.5151/9788580393040-03