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dc.contributor.authorLiarokapis, F.
dc.contributor.authorde Freitas, Sara
dc.date.accessioned2017-01-30T12:47:22Z
dc.date.available2017-01-30T12:47:22Z
dc.date.created2015-04-23T03:53:29Z
dc.date.issued2009
dc.identifier.citationLiarokapis, F. and de Freitas, S. 2009. A Case Study of Augmented Reality Serious Games. In Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native, 178-191. USA: IGI Global.
dc.identifier.urihttp://hdl.handle.net/20.500.11937/25226
dc.description.abstract

The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing.

dc.publisherIGI Global
dc.titleA Case Study of Augmented Reality Serious Games
dc.typeBook Chapter
dcterms.source.startPage178
dcterms.source.endPage191
dcterms.source.titleLooking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native
dcterms.source.isbn9781615206780
dcterms.source.placeUSA
dcterms.source.chapter10
curtin.accessStatusFulltext not available


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