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dc.contributor.authorKankainen, Ville
dc.contributor.authorArjoranta, Jonne
dc.contributor.authorNummenmaa, Timo
dc.date.accessioned2019-01-22T09:46:00Z
dc.date.available2019-01-22T09:46:00Z
dc.date.issued2017
dc.identifier.citationKankainen, 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.otherCONVID_28878250
dc.identifier.otherTUTKAID_80415
dc.identifier.urihttps://jyx.jyu.fi/handle/123456789/62570
dc.description.abstractThe 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.mimetypeapplication/pdf
dc.language.isoeng
dc.publisherDiPP-NRW
dc.relation.ispartofseriesJournal of Virtual Reality and Broadcasting
dc.rightsIn Copyright
dc.subject.otheraugmented reality games
dc.subject.otherconceptual blending
dc.subject.otherconceptual metaphor
dc.subject.otherhybridity mixed reality games
dc.titleGames as Blends : Understanding Hybrid Games
dc.typearticle
dc.identifier.urnURN:NBN:fi:jyu-201901221264
dc.contributor.laitosMusiikin, taiteen ja kulttuurin tutkimuksen laitosfi
dc.contributor.laitosDepartment of Music, Art and Culture Studiesen
dc.contributor.oppiaineDigitaalinen kulttuuri
dc.type.urihttp://purl.org/eprint/type/JournalArticle
dc.date.updated2019-01-22T07:15:14Z
dc.description.reviewstatuspeerReviewed
dc.relation.issn1860-2037
dc.relation.numberinseries4
dc.relation.volume14
dc.type.versionpublishedVersion
dc.rights.copyright© the Authors & DiPP-NRW, 2017.
dc.rights.accesslevelopenAccessfi
dc.subject.ysopelit
dc.subject.ysopelitutkimus
dc.subject.ysopervasiiviset pelit
dc.format.contentfulltext
jyx.subject.urihttp://www.yso.fi/onto/yso/p6062
jyx.subject.urihttp://www.yso.fi/onto/yso/p21187
jyx.subject.urihttp://www.yso.fi/onto/yso/p26928
dc.rights.urlhttp://rightsstatements.org/page/InC/1.0/?language=en
dc.relation.doi10.20385/1860-2037/14.2017.4


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