Till startsida
Webbkarta
Till innehåll Läs mer om hur kakor används på gu.se

Seminarier 2016

Seminarieprogrammet finns endast på engelska.

 


June 1st, 10:00-11:30, Gothenburg’s Game Research Colloquium, Viktoriagatan 13

Field Testing Augmented Reality in Outdoor Education

MATTIAS ARVOLA
SICS East Swedish ICT AB and Department of Computer and Information Science, Linköping University

ABSTRACT: Mobile Augmented Reality (AR) makes it possible to overlay virtual objects on the real world. This can facilitate outdoor education. The purpose of this action research study is to field test the mobile AR platform Minnesmark in a Swedish primary school outdoor education context from the perspective of the interaction space which it arranges for teachers and students. Three iterations of design and usability evaluations with in total 37 participants were conducted, and project documentation and communication was reviewed. Concept mapping was made to articulate teachers’ understanding of outdoor education. Observations and interviews were held with teachers at outdoor classes. The opportunities and challenges identified were validated in workshops. The results show that mobile AR can be used to set the focus of the exercise, raise questions, afford actions, make symbols and timelines visible, provide a point of entry to the context, and facilitate reflection. The challenges that arose concerned producing content, structuring processes, setting up student groups, and aligning activities and content with learning objectives. Opportunities and challenges are finally discussed in terms of the interaction space the use of mobile AR arranges.
 


May 24th, 13:00-17:00, Gothenburg’s Game Research Colloquium, Viktoriagatan 13

Hybrid social play brainstorming workshop

In this workshop, participants work in groups to brainstorm hybrid playful games, products and services. The workshop places a particular focus on the social aspects of the created ideas. To familiarize participants with the topic area, the results of the recently completed research project Hybrid Playful Experiences (Hybridex), and the current research topics of the ongoing Hybrid Social Play project, will be presented. To facilitate brainstorming, ideation card decks such as the Hybridex card deck, a tool for learning about Hybrid play products and designing new ones, will be used.

The workshop will be given by postdoctoral researcher Timo Nummenmaa and researcher Ville Kankainen from the Game Research Lab at the University of Tampere, Finland. The number of places in the workshop is limited to 20; please register to it by sending an email to staffan.bjork@gu.se with the subject “Hybrid social play brainstorming workshop”.

For more information about the Gothenburg’s Game Research Colloquium see its Facebook page: https://www.facebook.com/groups/spelvetenskap/

 


March 16, 15:30, Viktoriagatan 13

Product and Service Interaction in the Chinese Online Game Industry

PATRIK STRÖM (MIRKO ERNKVIST)

Abstract: This article examines the rapidly-growing online game industry in China, which is a prime example of the changing regional landscape of new creative industries in East Asia. The industry’s evolution in China demonstrates the complexity of the growth of this industry through various knowledge and production networks. Despite the fact that Chinese companies were initially a second mover in this industry and had limited technological competence, they managed to move up the value chain within a few years, from operators of foreign-developed games to game developers. The catch-up process in this creative industry has differed from traditional manufacturing industries, which reflects the responsiveness and close proximity between product and service as key elements of the online game experience. This article conceptualizes this product–service offering in the industry and highlights its requirement for a widespread geographical network, as well as close proximity and responsiveness between elements of the network. In the empirical study of the growth of the Chinese online game industry described here, we argue that Chinese companies have managed to grow by utilizing the strategic control of service, player preferences, and responsiveness in this network, and translating this control into constant incremental improvement of their game development offering.

Full article: http://timreview.ca/article/789
 

Mer information

För mer information om Spelvetenskapliga kollegiet:

JONAS LINDEROTH
+46 (0)31 786 21 72
jonas.linderoth@gu.se

Sidansvarig: Malin Behnke|Sidan uppdaterades: 2016-05-20
Dela:

På Göteborgs universitet använder vi kakor (cookies) för att webbplatsen ska fungera på ett bra sätt för dig. Genom att surfa vidare godkänner du att vi använder kakor.  Vad är kakor?