Hybrid Reality Games Reframed
Potential Uses in Educational Contexts
Bibliographic Data
| ID | 2409348 |
|---|---|
| Authors | Adriana De Souza E Silva (0000-0001-7088-3994, North Carolina State University, corresponding author), Girlie C Delacruz (University of California, Los Angeles) |
| Year | 2006 |
| Volume | 1 |
| Issue | 3 |
| Pages | 231-251 |
| Publication date | 2006-07-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Games and Culture (JOURNAL) |
| Journal identifiers | ISSN: 1555-4120 • E-ISSN: 1555-4139 |
| Publisher | SAGE Publications Inc (PUBLISHER) |
| DOI | 10.1177/1555412006290443 |
| OpenAlex | W2118671438 |
| Language | EN |
| Citations received | 12 |
| References cited | 34 |
Hybrid reality games (HRGs) employ mobile technologies and GPS devices as tools for transforming physical spaces into interactive game boards. Rather than situating participants in simulated environments, which mimic the physical world, HRGs make use of physical world immersion by merging physical and digital spaces. Online multiuser environments already connect users who do not share contiguous spaces. With mobile devices, players may additionally incorporate interactions with the surrounding physical space. This article is a speculative study about the potential uses of HRGs in education, as activities responsible for taking learning practices outside the closed classroom environment into open, public spaces. Adopting the framework of sociocultural learning theory, the authors analyze design elements of existing HRGs, such as mobility and location awareness, collaboration/sociability, and the configuration of the game space, with the aim of reframing these games into an educational context to foresee how future games might contribute to discovery and learning
Cognitive reframing · Context (archaeology · Human–computer interaction · Multimedia · Sociocultural evolution · Sociology · Computer Science · Educational Games and Gamification · Innovative Teaching and Learning Methods · Mobile Learning in Education · Psychology · Social Psychology
Bridging narrative and locality in mobile-based augmented reality educational activities
Experimenting hybrid reality in cultural heritage reconstruction. The Peasant Civilisation Park and the ‘Vicinato a Pozzo’ museum of Matera (Italy)
From play to innovation
Alien Revolt (2005-2007)
Signs of meta-change in second modernity
A framework for climate change engagement through video games
Indigenous Cartographies
It’s Fantasy Football Made Real”
Understanding online information experiences
Playing with place
Digital–Physical Reality Game
Liminal Play
Cybertext
The Virtual Community
Reconsidering Research on Learning from Media
Inquiry, Modeling, and Metacognition
Experience and Education
The Shopping Experience
Communities in Cyberspace
The challenge of absent presence
Wireless World
The poetics of augmented space
Multiple Intelligences Go to School
Complex, Performance-Based Assessment
The Fingertip Effect
Educational Implications of the Theory of Multiple Intelligences
Costs, Effects, and Utility of Microcomputer Assisted Instruction in the Classroom
Experience and Education
Individual and Social Aspects of Learning
Emergent Uses of a Multiplayer Location-aware Mobile Game
Situated Learning
Playing and Making Games for Learning
| Unique citing works | 12 |
|---|---|
| Citations per year | 0,67 |
| Citation span | 2008 - 2026 (19) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 12 |