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More Playful User Interfaces: An Introduction

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More Playful User Interfaces

Part of the book series: Gaming Media and Social Effects ((GMSE))

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Abstract

In this chapter, we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in science fiction (SF) novels. We confront these views and predictions with what has really happened since the advent of computers, the Internet, World Wide Web and sensors and actuators that are increasingly becoming integrated in our environments and in devices that are with us 24/7, not only with us, but also connected to networks of nodes that represent people, institutions, and companies. Playful user interfaces are not only interesting for entertainment applications. Educational or behavior change supporting systems can also profit from a playful approach. This chapter concludes with a meta-level review of the chapters in this book. In this review, we distinguish three views on research and application domains for playful user interfaces: (1) Designing Interactions for and by Children, (2) Designing Interactions with Nature, Animals, and Things, and (3) Designing Interactions for Arts, Performances, and Sports.

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Correspondence to Anton Nijholt .

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© 2015 Springer Science+Business Media Singapore

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Nijholt, A. (2015). More Playful User Interfaces: An Introduction. In: Nijholt, A. (eds) More Playful User Interfaces. Gaming Media and Social Effects. Springer, Singapore. https://doi.org/10.1007/978-981-287-546-4_1

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  • DOI: https://doi.org/10.1007/978-981-287-546-4_1

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  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-287-545-7

  • Online ISBN: 978-981-287-546-4

  • eBook Packages: EngineeringEngineering (R0)

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