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Designing mobile and ubiquitous games and playful interactions

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Published

Standard

Designing mobile and ubiquitous games and playful interactions. / Coulton, Paul.
Playful user interfaces: interfaces that invite social and physical interaction. ed. / Anton Nijholt. Vol. 1 Singapore: Springer, 2014. p. 71-95 (Gaming Media and Social Effects).

Research output: Contribution in Book/Report/Proceedings - With ISBN/ISSNChapter

Harvard

Coulton, P 2014, Designing mobile and ubiquitous games and playful interactions. in A Nijholt (ed.), Playful user interfaces: interfaces that invite social and physical interaction. vol. 1, Gaming Media and Social Effects, Springer, Singapore, pp. 71-95. https://doi.org/10.1007/978-981-4560-96-2_4

APA

Coulton, P. (2014). Designing mobile and ubiquitous games and playful interactions. In A. Nijholt (Ed.), Playful user interfaces: interfaces that invite social and physical interaction (Vol. 1, pp. 71-95). (Gaming Media and Social Effects). Springer. https://doi.org/10.1007/978-981-4560-96-2_4

Vancouver

Coulton P. Designing mobile and ubiquitous games and playful interactions. In Nijholt A, editor, Playful user interfaces: interfaces that invite social and physical interaction. Vol. 1. Singapore: Springer. 2014. p. 71-95. (Gaming Media and Social Effects). doi: 10.1007/978-981-4560-96-2_4

Author

Coulton, Paul. / Designing mobile and ubiquitous games and playful interactions. Playful user interfaces: interfaces that invite social and physical interaction. editor / Anton Nijholt. Vol. 1 Singapore : Springer, 2014. pp. 71-95 (Gaming Media and Social Effects).

Bibtex

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title = "Designing mobile and ubiquitous games and playful interactions",
abstract = "Marshall McLuhan famously said in his 1964 book The Medium is the Message, We become what we behold. We shape our tools, and thereafter our tools shape us. In a relatively short time, video games have become a major feature of our cultural landscape that extend beyond the games themselves such that their aesthetic, iconography and operation are being reflected in the other more established forms of media: film, books and television. This chapter explores the rapidly growing field of mobile and the often associated field of ubiquitous games which are contributing significantly to the cultural spread of games by: opening up new markets, facilitating new player demographics and creating exciting new forms of game play, which will undoubtedly have a significant impact on future society.",
keywords = "mobile, games, playful, interfaces",
author = "Paul Coulton",
year = "2014",
month = mar,
doi = "10.1007/978-981-4560-96-2_4",
language = "English",
isbn = "9789814560955",
volume = "1",
series = "Gaming Media and Social Effects",
publisher = "Springer",
pages = "71--95",
editor = "Anton Nijholt",
booktitle = "Playful user interfaces",

}

RIS

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AU - Coulton, Paul

PY - 2014/3

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N2 - Marshall McLuhan famously said in his 1964 book The Medium is the Message, We become what we behold. We shape our tools, and thereafter our tools shape us. In a relatively short time, video games have become a major feature of our cultural landscape that extend beyond the games themselves such that their aesthetic, iconography and operation are being reflected in the other more established forms of media: film, books and television. This chapter explores the rapidly growing field of mobile and the often associated field of ubiquitous games which are contributing significantly to the cultural spread of games by: opening up new markets, facilitating new player demographics and creating exciting new forms of game play, which will undoubtedly have a significant impact on future society.

AB - Marshall McLuhan famously said in his 1964 book The Medium is the Message, We become what we behold. We shape our tools, and thereafter our tools shape us. In a relatively short time, video games have become a major feature of our cultural landscape that extend beyond the games themselves such that their aesthetic, iconography and operation are being reflected in the other more established forms of media: film, books and television. This chapter explores the rapidly growing field of mobile and the often associated field of ubiquitous games which are contributing significantly to the cultural spread of games by: opening up new markets, facilitating new player demographics and creating exciting new forms of game play, which will undoubtedly have a significant impact on future society.

KW - mobile

KW - games

KW - playful

KW - interfaces

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DO - 10.1007/978-981-4560-96-2_4

M3 - Chapter

SN - 9789814560955

VL - 1

T3 - Gaming Media and Social Effects

SP - 71

EP - 95

BT - Playful user interfaces

A2 - Nijholt, Anton

PB - Springer

CY - Singapore

ER -