dc.contributor.author | Kankainen, Ville | |
dc.contributor.author | Arjoranta, Jonne | |
dc.contributor.author | Nummenmaa, Timo | |
dc.date.accessioned | 2019-01-22T09:46:00Z | |
dc.date.available | 2019-01-22T09:46:00Z | |
dc.date.issued | 2017 | |
dc.identifier.citation | Kankainen, V., Arjoranta, J., & Nummenmaa, T. (2017). Games as Blends : Understanding Hybrid Games. <i>Journal of Virtual Reality and Broadcasting</i>, <i>14</i>(4). <a href="https://doi.org/10.20385/1860-2037/14.2017.4" target="_blank">https://doi.org/10.20385/1860-2037/14.2017.4</a> | |
dc.identifier.other | CONVID_28878250 | |
dc.identifier.other | TUTKAID_80415 | |
dc.identifier.uri | https://jyx.jyu.fi/handle/123456789/62570 | |
dc.description.abstract | The meaning of what hybrid games are is often fixed
to the context in which the term is used. For example,
hybrid games have often been defined in relation to recent developments in technology. This creates issues
in the terms usage and limitations in thinking. This
paper argues that hybrid games should be understood
through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually
associated together. Hybrid games usually blend domains related to games, for example digital and board
games, but can blend also other domains. Through
viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding
when building new designs. | fi |
dc.format.mimetype | application/pdf | |
dc.language.iso | eng | |
dc.publisher | DiPP-NRW | |
dc.relation.ispartofseries | Journal of Virtual Reality and Broadcasting | |
dc.rights | In Copyright | |
dc.subject.other | augmented reality games | |
dc.subject.other | conceptual blending | |
dc.subject.other | conceptual metaphor | |
dc.subject.other | hybridity mixed reality games | |
dc.title | Games as Blends : Understanding Hybrid Games | |
dc.type | article | |
dc.identifier.urn | URN:NBN:fi:jyu-201901221264 | |
dc.contributor.laitos | Musiikin, taiteen ja kulttuurin tutkimuksen laitos | fi |
dc.contributor.laitos | Department of Music, Art and Culture Studies | en |
dc.contributor.oppiaine | Digitaalinen kulttuuri | |
dc.type.uri | http://purl.org/eprint/type/JournalArticle | |
dc.date.updated | 2019-01-22T07:15:14Z | |
dc.description.reviewstatus | peerReviewed | |
dc.relation.issn | 1860-2037 | |
dc.relation.numberinseries | 4 | |
dc.relation.volume | 14 | |
dc.type.version | publishedVersion | |
dc.rights.copyright | © the Authors & DiPP-NRW, 2017. | |
dc.rights.accesslevel | openAccess | fi |
dc.subject.yso | pelit | |
dc.subject.yso | pelitutkimus | |
dc.subject.yso | pervasiiviset pelit | |
dc.format.content | fulltext | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p6062 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p21187 | |
jyx.subject.uri | http://www.yso.fi/onto/yso/p26928 | |
dc.rights.url | http://rightsstatements.org/page/InC/1.0/?language=en | |
dc.relation.doi | 10.20385/1860-2037/14.2017.4 | |