Samenvatting
In this paper, we report on the evaluation of two mixed-reality gaming prototypes intended for intergenerational remote play. Both prototypes represent family members by their video-image integrated in a computer-generated environment. The first prototype provides cooperative puzzle play, while the second prototype is a quiz game.
Using a method called contextual laddering, we were able to not only identify which prototype characteristics were (dis)liked by family members, but also how these related back to the values that family members attach importance to. By discussing how we applied the method and presenting the lessons we drew from this implementation, we want to illustrate how contextual laddering can contribute to games research and development.
Using a method called contextual laddering, we were able to not only identify which prototype characteristics were (dis)liked by family members, but also how these related back to the values that family members attach importance to. By discussing how we applied the method and presenting the lessons we drew from this implementation, we want to illustrate how contextual laddering can contribute to games research and development.
Originele taal-2 | English |
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Titel | Applied Playfulness |
Subtitel | Proceedings of the Vienna Games Conference 2011 |
Redacteuren | J. Wimmer, K. Mitgutsch, H. Rosenstingl |
Uitgeverij | New Academic Press |
Pagina's | 238-253 |
Aantal pagina's | 16 |
ISBN van geprinte versie | 978-3-7003-1830-9 |
Status | Published - 2012 |