Using geolympus to create a pervasive game experience in the higher education context
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2021-03-18
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Springer
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Inglês
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Resumo
The number of game experiences based on the player’s location has increased recently due to proliferation of and innovation
in related technologies. In the educational context, the goal of these games has been to increase the player’s skills with
respect to a particular topic. When pervasive or narrative components are added; however, complexity of construction and
support increases, requiring a tool to manage the information both appropriately and dynamically. Space and pervasiveness
of social interaction work together to achieve objectives through the exchange of information between several pervasive
games to provide a better game experience. This paper presents a platform enabled to create game experiences based on the
player’s location to improve students’ skills by applying the pervasive narrative. It then validates a game experience designed
and built in a higher education environment.
Palavras-chave
Geolocation, Pervasive game, Web platform, Cloud, Microservices, Educational games
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Arango‑López, J., Gutiérrez Vela, F. L., Rodríguez, P. P., Moreira, F., & Fonseca, D. (2021). Using geolympus to create a pervasive game experience in the higher education context. Universal Access in the Information Society, (1-13). doi: https://doi.org/10.1007/s10209-021-00802-6. Disponível no Repositório UPT, http://hdl.handle.net/11328/3414
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