S.M. Kangas and O.I. Cavén-Pöysä (Finland)
Utility games, ambient intelligence, participation, virtual community, education, mobile multimedia
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.
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