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Game as life --- life as game

Published: 03 June 2009 Publication History

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.

Cited By

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  • (2020)A framework for tailorable games: toward inclusive end-user development of inclusive gamesUniversal Access in the Information Society10.1007/s10209-020-00779-821:1(193-237)Online publication date: 22-Nov-2020
  • (2015)Building ChangeProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702602(3083-3092)Online publication date: 18-Apr-2015
  • (2013)A tangible programming tool for creation of context-aware applicationsProceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing10.1145/2493432.2493483(391-400)Online publication date: 8-Sep-2013
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cover image ACM Other conferences
IDC '09: Proceedings of the 8th International Conference on Interaction Design and Children
June 2009
347 pages
ISBN:9781605583952
DOI:10.1145/1551788
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 03 June 2009

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Author Tags

  1. interaction design
  2. learning and creativity
  3. pervasive games
  4. ubiquitous computing

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IDC '09

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Overall Acceptance Rate 172 of 578 submissions, 30%

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Cited By

View all
  • (2020)A framework for tailorable games: toward inclusive end-user development of inclusive gamesUniversal Access in the Information Society10.1007/s10209-020-00779-821:1(193-237)Online publication date: 22-Nov-2020
  • (2015)Building ChangeProceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems10.1145/2702123.2702602(3083-3092)Online publication date: 18-Apr-2015
  • (2013)A tangible programming tool for creation of context-aware applicationsProceedings of the 2013 ACM international joint conference on Pervasive and ubiquitous computing10.1145/2493432.2493483(391-400)Online publication date: 8-Sep-2013
  • (2010)The Playability Evaluation of Virtual Baby Feeding ApplicationProceedings of the 2010 Second International Conference on Games and Virtual Worlds for Serious Applications10.1109/VS-GAMES.2010.19(95-100)Online publication date: 25-Mar-2010

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