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DC Field | Value | Language |
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dc.contributor.author | Wood, Gavin Neil | - |
dc.date.accessioned | 2018-11-21T15:00:31Z | - |
dc.date.available | 2018-11-21T15:00:31Z | - |
dc.date.issued | 2018 | - |
dc.identifier.uri | http://hdl.handle.net/10443/4091 | - |
dc.description | PhD Thesis | en_US |
dc.description.abstract | Researchers looking at technologically mediated play and games have explored how games can be taken away from the computer screen and played in outdoor spaces. This has resulted in new pervasive games that benefit from the opportunities for rich social and physical interaction in new mobile contexts. However, we have only just begun to explore these opportunities; game designs should bring young people together in these new contexts in play that is appropriate, meaningful, and can be enjoyed on their own mobile devices. The research in this thesis explores how game designers and interaction designers can design more playful mobile games for young people that can be played together in public spaces. This work draws upon a research through design approach that has been informed by the researcher’s own practice of game design and working co-creatively with custodians of public spaces. The contributions are based on the analysis of empirical data collected from two case studies in a community library and a country house, while additionally drawing upon three further game designs made in collaborations with other partners. This work contributes a game design framework that provides an approach, a step by step method, guidelines and a software library for making mobile games with more open, spontaneous, and improvised styles of play. The mobile games are designed with and based on a simplistic game system that presents digital playing cards to provide the game structure and bound play, while the mobile device is also used to configure the play space and sustain play. The intention is to provide designers with a practical and evidence-based approach to designing digital games for new mobile contexts. This work will appeal to game designers who are motivated by an interest in play and playfulness that will resonate with our childhood memories of play. | en_US |
dc.description.sponsorship | UK AHRC KE Hub for the Creative Economy (ref: AH/J005150/1 Creative Exchange) | en_US |
dc.language.iso | en | en_US |
dc.publisher | Newcastle University | en_US |
dc.title | Supporting improvised games for young people in public spaces | en_US |
dc.type | Thesis | en_US |
Appears in Collections: | School of Computing Science |
Files in This Item:
File | Description | Size | Format | |
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Wood, G.V. 2018.pdf | Thesis | 10.11 MB | Adobe PDF | View/Open |
dspacelicence.pdf | Licence | 43.82 kB | Adobe PDF | View/Open |
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