Game as life - Life as game

Winslow Burleson, Collin Ruffenach, Camilla Jensen, Uday Kumar Bandaru, Kasia Muldner

Research output: Chapter in Book/Report/Conference proceedingConference contribution

4 Scopus citations

Abstract

In Game As Life - Life As Game (GALLAG), ubiquitous computing and personally-tailored game scenarios integrate activities across the virtual and physical domains to further extend emerging avant-garde "real-life games" that are coordinated by digital means to blur digital-physical- social barriers. Influences and activities in GALLAG game scenarios affect real life and vice versa. To realize this, we are using several methods of experience and behavioral assessment, as well as environmental, contextual and physiological sensors, in conjunction with participatory design approaches that include end-user-programming. This agenda empowers users to create their own synergies between their on-line activities to help them achieve their personal realworld aspirations. Ultimately GALLAG is leading to "Life Long Games" that provide persistent, supportive, and actualizing experiences.

Original languageEnglish (US)
Title of host publicationProceedings of IDC 2009 - The 8th International Conference on Interaction Design and Children
Pages272-273
Number of pages2
DOIs
StatePublished - 2009
Event8th International Conference on Interaction Design and Children, IDC 2009 - Como, Italy
Duration: Jun 3 2009Jun 5 2009

Publication series

NameProceedings of IDC 2009 - The 8th International Conference on Interaction Design and Children

Other

Other8th International Conference on Interaction Design and Children, IDC 2009
Country/TerritoryItaly
CityComo
Period6/3/096/5/09

Keywords

  • Interaction design
  • Learning and creativity
  • Pervasive games
  • Ubiquitous computing

ASJC Scopus subject areas

  • Human-Computer Interaction
  • Software
  • Developmental and Educational Psychology
  • Education

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