Ambient utility games: Connecting utility to play

Sonja Kangas, Outi I. Cavén-Pöysä

Research output: Chapter in Book/Report/Conference proceedingConference article in proceedingsScientificpeer-review

2 Citations (Scopus)

Abstract

The main focus of this paper is on new playful ways of information processing, sharing and delivering, giving support and strengthening feelings of community, participation and empowerment within augmented real life environments. We focus on social and pedagogical actuators and picture a technological model for participatory utility games. We analyze ambient utility games as a new generation of digital games and new style of digital play and highlight some motivators for the market of utility games. We will mirror the findings in the Customized Affective Technologies project where we use wrist computers (wristops) and mobile phones as the core interfaces to the RFID tagged networked smart learning environment.
Original languageEnglish
Title of host publicationProceedings of the IASTED International Conference on Internet and Multimedia Systems and Applications, EuroIMSA 2005
EditorsM.H. Hamza
Place of PublicationAnaheim
PublisherActa Press
Pages18-24
ISBN (Print)978-0-88986-484-9
Publication statusPublished - 2005
MoE publication typeA4 Article in a conference publication
EventThe IASTED European Conference on Internet and Multimedia Systems and Applications EuroIMSA 2005 - Grindelwald, Switzerland
Duration: 21 Feb 200523 Feb 2005

Conference

ConferenceThe IASTED European Conference on Internet and Multimedia Systems and Applications EuroIMSA 2005
Country/TerritorySwitzerland
CityGrindelwald
Period21/02/0523/02/05

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