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Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings

Research Article

Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces

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  • @INPROCEEDINGS{10.1007/978-3-030-78448-5_8,
        author={Felipe Bacca and Eva Cerezo and Rosa Gil and Antonio Aguelo and Ana Cristina Blasco and Teresa Coma and Maria Angeles Garrido},
        title={Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces},
        proceedings={Design, Learning, and Innovation. 5th EAI International Conference, DLI 2020, Virtual Event, December 10-11, 2020, Proceedings},
        proceedings_a={DLI},
        year={2021},
        month={6},
        keywords={Intergenerational Hybrid digital games Interactive spaces},
        doi={10.1007/978-3-030-78448-5_8}
    }
    
  • Felipe Bacca
    Eva Cerezo
    Rosa Gil
    Antonio Aguelo
    Ana Cristina Blasco
    Teresa Coma
    Maria Angeles Garrido
    Year: 2021
    Intergenerational Playful Experiences Based on Digital Games for Interactive Spaces
    DLI
    Springer
    DOI: 10.1007/978-3-030-78448-5_8
Felipe Bacca1, Eva Cerezo1,*, Rosa Gil2, Antonio Aguelo3, Ana Cristina Blasco4, Teresa Coma4, Maria Angeles Garrido4
  • 1: Departamento de Informática e Ingeniería de Sistemas
  • 2: Departamento de Informática e Ingeniería Industrial
  • 3: Departamento de Psicología y Sociología
  • 4: Departamento de Ciencias de la Educación
*Contact email: ecerezo@unizar.es

Abstract

In this article, we first review the work carried out in the field of intergenerational digital games experiences as well as in the identification of the design factors involved. They are valued according to their applicability to put a common point to generate Intergenerational playful experiences based on digital games for interactive spaces. Starting from that point, “The Fantastic Journey”, a game created to be played in an interactive space where tangible interaction on tabletops, physical interaction with real objects as well as body and gesture interaction is supported, is valued as a possible intergenerational digital game experience. Two play sessions and a workshop carried out with grandparents and their grandchildren have allowed us to elaborate the findings in the literature about the potential and the factors around intergenerational play and have served to legitimize The Fantastic Journey as a true intergenerational digital game experience.

Keywords
Intergenerational Hybrid digital games Interactive spaces
Published
2021-06-28
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-78448-5_8
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