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Using geolympus to create a pervasive game experience in the higher education context

[PDF] 4.VersionCompleta.pdf (3.886Mb)
Identificadores
URI: https://hdl.handle.net/10481/101198
DOI: https://doi.org/10.1007/s10209-021-00802-6
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Autor
Arango, Jeferson; Gutierrez, Francisco Luis; Paderewski, Patricia; Moreira, Fernando; Fonseca, David
Editorial
Sringer
Materia
Geolocation
 
Pervasive Game
 
Web Platform
 
Cloud
 
Microservices
 
Educational Games
 
Fecha
2021
Referencia bibliográfica
J. Arango, F.L. Gutierrez, P. Paderewski, F. Moreira, D. Fonseca, “Using geolympus to create a pervasive game experience in the higher education context” in Universal Access in the Information Society, Sringer, V(21)
Resumen
Currently, the number of game experiences based on the player's location has increased due to the proliferation and innovation in related technologies. In the educational context, the goal of these games has been to increase the player's skills with respect to a particular topic. However, when pervasive or narrative components are added, the complexity for their construction and support increases. This generates the need to have a tool to manage the information in an adequate and dynamic way. The space and social interaction pervasiveness collaborate in the achievement of objectives through the exchange of information between several Pervasive Games (PG) to provide a better game experience. In this article, we present a platform enabled for creating game experiences based on the player's location to improve skills in students by applying the pervasive narrative. For the validation process, a game experience has been designed and built in a higher education environment.
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