It is not rocket science. It is collaborative play for old and young!

Moritz Rührlinger, Fabiola Gattringer, Barbara Stiglbauer, Jürgen Hagler, Michael Lankes, Clemens Holzmann

Research output: Chapter in Book/Report/Conference proceedingsConference contributionpeer-review

4 Citations (Scopus)

Abstract

Our submission describes the design, development and evaluation of an intergenerational game prototype called Cosmonauts. The aim of the prototype is to identify design factors for intergenerational games that are easy to learn, feature a simple and intuitive control scheme, and offer a certain amount of depth that keeps players enjoying themselves. In detail, our work investigates how different game features (collaborative creation of game content vs. predefined game content) and interaction techniques (tangible objects vs. touchscreen interaction) effect the game experience of old and young (investigated factors: relatedness, autonomy, competence, and enjoyment). Results show that implementing a collaborative creation of game content improves overall game enjoyment, and using tangible objects benefits social relatedness in a collaborative game setting.

Original languageEnglish
Title of host publication2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018
EditorsJoao L. Vilaca, Duarte Duque, Nuno Rodrigues, Nuno Dias, Thomas Grechenig
PublisherInstitute of Electrical and Electronics Engineers Inc.
Pages1-7
Number of pages7
ISBN (Electronic)9781538662984
DOIs
Publication statusPublished - 29 Jun 2018
Event6th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2018 - Vienna, Austria
Duration: 16 May 201818 May 2018

Publication series

Name2018 IEEE 6th International Conference on Serious Games and Applications for Health, SeGAH 2018

Conference

Conference6th IEEE International Conference on Serious Games and Applications for Health, SeGAH 2018
Country/TerritoryAustria
CityVienna
Period16.05.201818.05.2018

Keywords

  • collaborative play
  • intergenerational games
  • tangibles vs. touch interaction

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