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abstract

The Space Journey Game: An Intergenerational Pervasive Experience

Published: 02 May 2019 Publication History

Abstract

There is a need to re-design the entertainment systems for the older adults, incorporating the population of this age group into the digital culture. With this aim in mind this work presents an intergenerational experience carried out in an Interactive Space where tangible and gestures interaction are used to participate in pervasive gaming experiences. The experience makes use of a game initially designed just for children but in a very flexible way so that it can be tailored to different players' characteristics. Family groups made up of one or two grandparents and one or two grandchildren have played together The Fantastic Journey fulfilling all the missions either on tangible tabletops, just moving around the space or interacting by gestures. The experience was positively valued by both age groups; they were indeed happy with the opportunity of playing together in a challenging game. Nevertheless, the difficulty of designing engaging experiences for both age groups points to a challenging research area.

References

[1]
Arango-López, J., Gallardo, J., Gutiérrez-Vela, F. L., Amengual, E., & Collazos, C. A. (2018, September). GeoPGD: Proposed methodology for the Implementation of Geolocated Pervasive Games. In Proceedings of the XIX International Conference on Human Computer Interaction (p. 4). ACM.
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Benford, S., Magerkurth, C., & Ljungstrand, P. (2005). Bridging the physical and digital in pervasive gaming. Communications of the ACM, 48(3), 54--57.
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Bonillo C., Baldassarri S., Marco J., Cerezo E. Tackling developmental delays with therapeutic activities based on tangible tabletops. Universal Access in the Information Society, 1--17, (2017).
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Costa, L., & Veloso, A. (2016). Being (grand) players: review of digital games and their potential to enhance intergenerational interactions. Journal of Intergenerational Relationships, 14(1), 43--59.
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Derboven, J., Van Gils, M., & De Grooff, D. (2012). Designing for collaboration: a study in intergenerational social game design. Universal Access in the Information Society, 11(1), 57--6
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Marco, J., Bonillo, C., Baldassarri, S., Cerezo, E. (2018, October). Multidisciplinary experience in the creation of pervasive games for Interactive Spaces. 7th EAI International Conference: ArtsIT, Interactivity & Game Creation. Braga, Portugal
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Marco, J., Bonillo, C., Cerezo, E. (2017) A Tangible Interactive Space Odyssey to Support Children Learning of Computer Programming. ISS 2017: 300--305.
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Uhlenberg, P. (2000). Introduction: Why study age integration? The Gerontologist, 40(3), 261--266.

Cited By

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  • (2024)Exploring Intergenerational Interactions Through an Online Storytelling ExperienceIEEE Transactions on Learning Technologies10.1109/TLT.2023.326095517(157-171)Online publication date: 2024
  • (2024)Heuristics for Designing Pervasive Game Experiences in the Older Adult PopulationGood Practices and New Perspectives in Information Systems and Technologies10.1007/978-3-031-60224-5_1(3-12)Online publication date: 13-May-2024
  • (2023)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 14-Mar-2023
  • Show More Cited By

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  1. The Space Journey Game: An Intergenerational Pervasive Experience

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    cover image ACM Conferences
    CHI EA '19: Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems
    May 2019
    3673 pages
    ISBN:9781450359719
    DOI:10.1145/3290607
    Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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    New York, NY, United States

    Publication History

    Published: 02 May 2019

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    Author Tags

    1. interactive spaces
    2. intergenerational play
    3. pervasive games

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    Cited By

    View all
    • (2024)Exploring Intergenerational Interactions Through an Online Storytelling ExperienceIEEE Transactions on Learning Technologies10.1109/TLT.2023.326095517(157-171)Online publication date: 2024
    • (2024)Heuristics for Designing Pervasive Game Experiences in the Older Adult PopulationGood Practices and New Perspectives in Information Systems and Technologies10.1007/978-3-031-60224-5_1(3-12)Online publication date: 13-May-2024
    • (2023)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 14-Mar-2023
    • (2022)Older Adults and Games from a Perspective of Playability, Game Experience and Pervasive Environments: A Systematics Literature ReviewInformation Systems and Technologies10.1007/978-3-031-04819-7_42(444-453)Online publication date: 17-May-2022
    • (2021)Grandparents and Grandchildren Meeting Online: The Role of Material Things in Remote SettingsProceedings of the 2021 CHI Conference on Human Factors in Computing Systems10.1145/3411764.3445191(1-14)Online publication date: 6-May-2021

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