Academic literature on the topic 'Location-based serious game'
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Journal articles on the topic "Location-based serious game"
Laato, Samuli, Sonja Hyrynsalmi, Sampsa Rauti, A. K. M. Najmul Islam, and Teemu H. Laine. "Location-based Games as Exergames - From Pokémon To The Wizarding World." International Journal of Serious Games 7, no. 1 (March 5, 2020): 79–95. http://dx.doi.org/10.17083/ijsg.v7i1.337.
Full textWesterholt, Rene, Heinrich Lorei, and Bernhard Höfle. "Behavioural Effects of Spatially Structured Scoring Systems in Location-Based Serious Games—A Case Study in the Context of OpenStreetMap." ISPRS International Journal of Geo-Information 9, no. 2 (February 22, 2020): 129. http://dx.doi.org/10.3390/ijgi9020129.
Full textDaCosta, Boaventura, and Carolyn Kinsell. "Serious Games in Cultural Heritage: A Review of Practices and Considerations in the Design of Location-Based Games." Education Sciences 13, no. 1 (December 31, 2022): 47. http://dx.doi.org/10.3390/educsci13010047.
Full textSchickler, Marc, Manfred Reichert, Philip Geiger, Jens Winkler, Thomas Funk, Micha Weilbach, and Rüdiger Pryss. "Flexible development of location-based mobile augmented reality applications with AREA." Journal of Ambient Intelligence and Humanized Computing 11, no. 12 (June 4, 2020): 5809–24. http://dx.doi.org/10.1007/s12652-020-02094-9.
Full textPredescu, Alexandru, Diana Arsene, Bogdan Pahonțu, Mariana Mocanu, and Costin Chiru. "A Serious Gaming Approach for Crowdsensing in Urban Water Infrastructure with Blockchain Support." Applied Sciences 11, no. 4 (February 5, 2021): 1449. http://dx.doi.org/10.3390/app11041449.
Full textAll, Anissa, Jan Van Looy, and Elena Patricia Nuñez Castellar. "An Evaluation of the Added Value of Co-Design in the Development of an Educational Game for Road Safety." International Journal of Game-Based Learning 3, no. 1 (January 2013): 1–17. http://dx.doi.org/10.4018/ijgbl.2013010101.
Full textNóbrega, Rui, João Jacob, António Coelho, João Ribeiro, Jessika Weber, and Soraia Ferreira. "Leveraging Pervasive Games for Tourism." International Journal of Creative Interfaces and Computer Graphics 9, no. 1 (January 2018): 1–14. http://dx.doi.org/10.4018/ijcicg.2018010101.
Full textFerland, Yaïves, and Margot Kaszap. "Geoliteracy, cartology, and a mobile serious game." Abstracts of the ICA 1 (July 15, 2019): 1–2. http://dx.doi.org/10.5194/ica-abs-1-75-2019.
Full textMeijer, Henriëtte A. W., Maurits Graafland, Miryam C. Obdeijn, Susan van Dieren, J. Carel Goslings, and Marlies P. Schijven. "Serious game versus standard care for rehabilitation after distal radius fractures: a protocol for a multicentre randomised controlled trial." BMJ Open 11, no. 3 (March 2021): e042629. http://dx.doi.org/10.1136/bmjopen-2020-042629.
Full textHursen, Cigdem. "Message from editor." Cypriot Journal of Educational Sciences 12, no. 2 (June 28, 2017): 46. http://dx.doi.org/10.18844/cjes.v12i2.1941.
Full textDissertations / Theses on the topic "Location-based serious game"
Karoui, Aous. "Jeux Éducatifs Mobiles : JEM Inventor, un outil auteur fondé sur une approche de conception gigogne." Thesis, Le Mans, 2018. http://www.theses.fr/2018LEMA1015/document.
Full textThe rise of mobile devices (e.g. tablets, smartphones) and their educational and recreational applications have contributed to the emergence of Mobile Learning Games (MLGs). Indeed, MLGs show great potential for increasing engagement, creativity and authentic learning. Yet, despite their great potential for education, the use of MLGs by teachers, remains very limited. This is partly due to the fact that MLGs are often designed to match a specific learning context, and thus cannot be directly reusable for other contexts. In addition, existing authoring tools are either feature-rich but require a significant investment by teachers to be used, or simple to use but do not offer enough features for the design of MLGs that meet pedagogical needs. To tackle these problems, we propose JEM iNVENTOR, a MLG authoring tool, based on a nested design approach, intended for teachers, museum curators, or any person without computer skills, wishing to script their own MLG and deploy them on mobile systems.The nested design model was approved through a series of experimentations with some twenty teachers from a wide range of expertise levels and teaching fields. We also conducted field experimentations with about 1500 students and pupils in order to evaluate the quality of MLGs created with JEM iNVENTOR as well as their impact on learners
Book chapters on the topic "Location-based serious game"
Söbke, Heinrich, Jannicke Baalsrud Hauge, Ioana A. Stefan, and Antoniu Stefan. "Using a Location-Based AR Game in Environmental Engineering." In Entertainment Computing and Serious Games, 466–69. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_47.
Full textKim, Hayun, Sungeun An, Sangeun Keum, and Wontack Woo. "H-Treasure Hunt: A Location and Object-Based Serious Game for Cultural Heritage Learning at a Historic Site." In Lecture Notes in Computer Science, 561–72. Cham: Springer International Publishing, 2015. http://dx.doi.org/10.1007/978-3-319-20609-7_53.
Full textBaalsrud Hauge, Jannicke, Heinrich Söbke, Ioana A. Stefan, and Antoniu Stefan. "Designing Serious Mobile Location-Based Games." In Entertainment Computing and Serious Games, 479–84. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-34644-7_49.
Full textHaahr, Mads. "Creating Location-Based Augmented-Reality Games for Cultural Heritage." In Serious Games, 313–18. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_29.
Full textFernandes, Tiago, and João Jacob. "Virtual Location-Based Indoor Guide." In Serious Games Development and Applications, 36–48. Berlin, Heidelberg: Springer Berlin Heidelberg, 2011. http://dx.doi.org/10.1007/978-3-642-23834-5_4.
Full textTregel, Thomas, Lukas Raymann, Stefan Göbel, and Ralf Steinmetz. "Geodata Classification for Automatic Content Creation in Location-Based Games." In Serious Games, 212–23. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_20.
Full textBaalsrud Hauge, Jannicke, Heinrich Söbke, Ioana A. Stefan, and Antoniu Stefan. "Applying and Facilitating Serious Location-Based Games." In Lecture Notes in Computer Science, 104–9. Cham: Springer International Publishing, 2020. http://dx.doi.org/10.1007/978-3-030-65736-9_8.
Full textFonseca, Xavier, Stephan Lukosch, and Frances Brazier. "Software Architecture for Location-Based Games Designed for Social Interaction in Public Space." In Serious Games, 213–28. Cham: Springer International Publishing, 2022. http://dx.doi.org/10.1007/978-3-031-15325-9_16.
Full textSpierling, Ulrike, and Antonia Kampa. "An Extensible System and Its Design Constraints for Location-Based Serious Games with Augmented Reality." In Serious Games, 60–72. Cham: Springer International Publishing, 2017. http://dx.doi.org/10.1007/978-3-319-70111-0_6.
Full textStarker, Ulrike, Andrea Heilmann, and Dominik Wilhelm. "Training Competencies for Sustainable Thinking Through an Educational Nature Trail Supported by a Location-Based Smartphone Game." In World Sustainability Series, 357–70. Cham: Springer International Publishing, 2019. http://dx.doi.org/10.1007/978-3-030-15604-6_22.
Full textConference papers on the topic "Location-based serious game"
Manuel, Pérez-Colado Víctor, Pérez-Colado Iván José, Martínez-Ortiz Iván, Freire-Morán Manuel, and Fernández-Manjón Baltasar. "Simplifying location-based serious game authoring." In TEEM 2017: 5th International Conference Technological Ecosystems for Enhancing Multiculturality. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3144826.3145395.
Full text"Investigating key Structural Elements in Location-Based Mobile Serious Games." In 2th European Conference on Game Based Learning. ACPI, 2019. http://dx.doi.org/10.34190/gbl.19.109.
Full textXin, Chen. "Location Based Service Application in Mobile Phone Serious Game." In 2009 International Joint Conference on Artificial Intelligence (JCAI). IEEE, 2009. http://dx.doi.org/10.1109/jcai.2009.203.
Full textYoshii, Akihito, and Tatsuo Nakajima. "Encouraging Walking Behavior Implicitly by a Conversational Agent in a Location-Based Game." In Proceedings of the Serious Games Conference 2014. Singapore: Research Publishing Services, 2014. http://dx.doi.org/10.3850/978-981-09-0463-0_020.
Full textVolkmar, Georg, Nina Wenig, and Rainer Malaka. "Memorial Quest - A Location-based Serious Game for Cultural Heritage Preservation." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3270316.3271517.
Full textCeconello, Mauro Attilio, Davide Spallazzo, and Martina Scianname'. "Taking students outside the classrooms. Location-based mobile games in education." In Fifth International Conference on Higher Education Advances. Valencia: Universitat Politècnica València, 2019. http://dx.doi.org/10.4995/head19.2019.9257.
Full textBaalsrud hauge, Jannicke, Anna Barenbrock, and Klausdieter Thoben. "AVATARS AS MOTIVATIONAL FACTOR IN SIMULATION GAMES." In eLSE 2017. Carol I National Defence University Publishing House, 2017. http://dx.doi.org/10.12753/2066-026x-17-039.
Full textStefan, Ioana andreea, Ancuta florentina Gheorghe, Antoniu Stefan, Sylvester Arnab, Michael Loizou, Luca Morini, and Jannicke Baalsrud hauge. "LOCATION-BASED METAGAMES FOR LEARNING." In eLSE 2018. ADL Romania, 2018. http://dx.doi.org/10.12753/2066-026x-18-032.
Full textLugrin, Jean-Luc, Florian Kern, Ruben Schmidt, Constantin Kleinbeck, Daniel Roth, Christian Daxer, Tobias Feigl, Christopher Mutschler, and Marc Erich Latoschik. "A Location-Based VR Museum." In 2018 10th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games). IEEE, 2018. http://dx.doi.org/10.1109/vs-games.2018.8493404.
Full textPerez-Colado, Victor M., Dan Cristian Rotaru, Manuel Freire, Ivan Martinez-Ortiz, and Baltasar Fernandez-Manjon. "Learning analytics for location-based serious games." In 2018 IEEE Global Engineering Education Conference (EDUCON). IEEE, 2018. http://dx.doi.org/10.1109/educon.2018.8363365.
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