2010
DOI: 10.1007/s00779-010-0307-7
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A ludological view on the pervasive mixed-reality game research paradigm

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Cited by 71 publications
(37 citation statements)
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References 26 publications
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“…It thus faces the same perils than the underlying practical papers with regard to validity and reliability. Montola (2011) in his review on mixed-reality game prototypes analogically refers to problems frequently related to such settings, e.g. the fact that the introduction of a novel approach always leads to bias in an evaluation.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…It thus faces the same perils than the underlying practical papers with regard to validity and reliability. Montola (2011) in his review on mixed-reality game prototypes analogically refers to problems frequently related to such settings, e.g. the fact that the introduction of a novel approach always leads to bias in an evaluation.…”
Section: Discussionmentioning
confidence: 99%
“…A core characteristic of pervasive games is that they enmesh the virtual worlds of computer games with the everyday world around us (Benford, Magerkurth, & Ljungstrand, 2005). "While the structure of these games is derived from a digitally created gameworld, the games are framed by the players' real-life physical surroundings and the players' interactions with these surroundings" (Thomas, 2006, p. 41) often blurring "the boundary of game and ordinary life so much that it is hard to tell where the game starts and ordinary life begins" (Montola, 2011). To depict the range of possible genres, the Integrated Project in Pervasive Games (IPerG Project) has produced pervasive game types ranging from treasure hunts and alternate reality games to smart street sports and massively multiplayer mobile games.…”
Section: Pervasive and Augmented Reality Games For Learningmentioning
confidence: 99%
“…Johnson et al (2012) indicated that students' cognitive activities could help the development of self-regulated learning ability, especially self-monitoring which not only could help acquire knowledge, but could also enhance the generalization and transfer of knowledge and skills (Liu et al, 2010). Montola (2011) regarded self-regulated learning ability as students actively participating in cognition, motivation, and behaviors in the learning process. Chen & Lee (2011) proposed the three dimensions of goal setting, planning and strategy selection, and performance execution and evaluation for self-regulated learning ability.…”
Section: Self-regulated Learning Abilitymentioning
confidence: 99%
“…Reconfigurations of material and digital elements, which are increasingly mobile, 'pervasive', 'locative', 'augmented' and 'mixed' (Montola 2011), can be characterised as postdigital in terms of gaming that is continuous with the digital, yet also exceeding the digital through conditions that are embodied, technical and historical (Berry 2014;Schinkel 2014). Broadly, then, the postdigital 'describes the messy state of media, arts and design after their digitisation…a media aesthetics which opposes such digital high-tech and high-fidelity cleanness' (Schinkel 2014), in which 'the historical distinction between the digital and the non-digital becomes increasingly blurred… [and] computation is part of the texture of life itself which can be walked around, touched, manipulated and interacted with in a number of ways and means' (Berry 2014, n.p.…”
Section: Hybrid Dimensions: Synchrony and Dependencementioning
confidence: 99%