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A Review of Proxemics in ‘Smart Game-Playing’

  • Liliana Vale Costa
  • Ana Isabel Veloso
  • Óscar Mealha
Conference paper
Part of the Smart Innovation, Systems and Technologies book series (SIST, volume 80)

Abstract

Recent developments in the game industry and in the paradigm of Internet of Things (IoT) have heightened the need for developing innovative solutions to foster movement-based interactions and bring people together in both physical and digital (phygital) environments. Although the existing knowledge on interaction design in game experience is quite extensive, little is known about proxemics in game design and how it can be explored to conceive “smart game-playing”. This paper reports on the use of proxemics in digital games and its utility in enhancing game-mediated interactions applied to ‘smart ecosystems’. Eight papers published between 2003 and 2016 in English-language publications related with proxemics in digital games were reviewed and met inclusion criteria. This review presents a set of recommendations for applying proxemics in game-mediated interactions and; discusses its role in enabling informational literacy to foster smart learning ecosystems.

Keywords

Proxemics Learning Game-mediated interactions Design recommendations Smart learning ecosystems Phygital place 

Notes

Acknowledgments

Research reported in this publication was supported by FCT (Fundação para a Ciência e a Tecnologia) and ESF (European Social Fund) under Community Support Framework III SFRH/BD/101042/2014 and also supported by the grant SFRH/BSAB/128152/2016 (Fundo Social Europeu and Portuguese financial resources from the Ministry of Science, Technology and Higher Education - MCTES).

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Copyright information

© Springer International Publishing AG 2018

Authors and Affiliations

  • Liliana Vale Costa
    • 1
  • Ana Isabel Veloso
    • 1
  • Óscar Mealha
    • 1
  1. 1.Department of Communication and Art, CIC Digital/DigiMediaUniversity of AveiroAveiroPortugal

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