Playful User Interfaces

Interfaces that Invite Social and Physical Interaction

  • Anton Nijholt

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

Table of contents

  1. Front Matter
    Pages i-x
  2. Public and Mobile Entertainment

    1. Front Matter
      Pages 23-23
    2. Dimitris Grammenos, Giannis Drossis, Xenophon Zabulis
      Pages 25-45
    3. Pedro Centieiro, Teresa Romão, A. Eduardo Dias
      Pages 47-69
  3. Indoor and Outdoor Playgrounds

    1. Front Matter
      Pages 97-97
    2. Ronald Poppe, Robby van Delden, Alejandro Moreno, Dennis Reidsma
      Pages 99-118
    3. Iris Soute, Panos Markopoulos
      Pages 119-140
    4. Sachiko Kodama, Toshiki Sato, Hideki Koike
      Pages 141-160
  4. Games for Change, Personalization, and Teaching

    1. Front Matter
      Pages 161-161
    2. Alissa N. Antle, Joshua Tanenbaum, Anna Macaranas, John Robinson
      Pages 163-184
    3. Betsy van Dijk, Andreas Lingnau, Geert Vissers, Hub Kockelkorn
      Pages 185-208
    4. Massimo Zancanaro, Leonardo Giusti, Nirit Bauminger-Zviely, Sigal Eden, Eynat Gal, Patrice L. Weiss
      Pages 209-224
  5. Health and Sports

    1. Front Matter
      Pages 225-225
    2. Florian ‘Floyd’ Mueller, Martin R. Gibbs, Frank Vetere
      Pages 227-251
    3. Regan L. Mandryk, Kathrin M. Gerling, Kevin G. Stanley
      Pages 253-274
  6. Learning by Creating

    1. Front Matter
      Pages 275-275
    2. Eunkyoung Lee, Yasmin B. Kafai, Veena Vasudevan, Richard Lee Davis
      Pages 277-292
    3. Alejandro Catala, Javier Jaen, Patricia Pons, Fernando Garcia-Sanjuan
      Pages 293-315

About this book


The book is about user interfaces to applications that have been designed for social and physical interaction. The interfaces are ‘playful’, that is, users feel challenged to engage in social and physical interaction because that will be fun. The topics that will be present in this book are interactive playgrounds, urban games using mobiles, sensor-equipped environments for playing, child-computer interaction, tangible game interfaces, interactive tabletop technology and applications, full-body interaction, exertion games, persuasion, engagement, evaluation, and user experience. Readers of the book will not only get a survey of state-of-the-art research in these areas, but the chapters in this book will also provide a vision of the future where playful interfaces will be ubiquitous, that is, present and integrated in home, office, recreational, sports and urban environments, emphasizing that in the future in these environments game elements will be integrated and welcomed.


Child-Computer Interaction Entertainment Computing Interactive Environments Interactive Playgrounds Interactive Table Tops Playful User Interfces Tangible Interfaces

Editors and affiliations

  • Anton Nijholt
    • 1
  1. 1.Computer ScienceUniversity of TwenteEnschedeThe Netherlands

Bibliographic information

  • DOI
  • Copyright Information Springer Science+Business Media Singapore 2014
  • Publisher Name Springer, Singapore
  • eBook Packages Engineering
  • Print ISBN 978-981-4560-95-5
  • Online ISBN 978-981-4560-96-2
  • Series Print ISSN 2197-9685
  • Series Online ISSN 2197-9693
  • Buy this book on publisher's site