Building Social Commmunities around Alternate Reality Games

Panagiotis Petridis, I. Dunwell, S. Arnab, S. Scarle, Adam Qureshi, S. Freitas, A. Protopsaltis, Kam Star
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引用次数: 8

Abstract

In recent years, alternate reality games have entered the mainstream as a new form of entertainment. The Living Stories project is the first alternate reality game in the UK, which addresses environmental issues. Living Stories combines social networking sites such as Face book and Twitter with Second Life, to create a platform, which allows social networking to feed into content creation within a virtual world, and facilitate and encourage real-world behaviour through virtual rewards. The project is funded by Interactive Digital Media IDM, as part of an ongoing collaboration with the Eden Project, Coventry University Serious Games Institute and PlayGen Ltd. The aim of this project is twofold: firstly to engage new visitors and to extend the Eden experience beyond the actual visits, and secondly to increase user participation amongst groups that do not traditionally visit Eden Project. In this paper we describe the unique technical and pedagogic challenges addressed when creating this platform and consider how the state-of-the-art in alternate reality gaming can be applied in an educational ('serious') context.
围绕虚拟现实游戏构建社交社区
近年来,虚拟现实游戏作为一种新的娱乐形式进入了主流。“生活故事”项目是英国第一个解决环境问题的虚拟现实游戏。Living Stories将facebook和Twitter等社交网站与“第二人生”(Second Life)结合起来,创建了一个平台,允许社交网络在虚拟世界中进行内容创作,并通过虚拟奖励促进和鼓励现实世界的行为。该项目由Interactive Digital Media IDM资助,是Eden project、考文垂大学严肃游戏研究所和PlayGen Ltd.合作的一部分。这个项目的目的是双重的:首先是吸引新游客,并将伊甸园的体验扩展到实际访问之外,其次是增加传统上不访问伊甸园项目的群体的用户参与。在本文中,我们描述了在创建该平台时所面临的独特技术和教学挑战,并考虑了如何将替代现实游戏中的最新技术应用于教育(“严肃”)环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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