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Geogames and Geoplay : Game-based Approaches to the Analysis of Geo-Information / edited by Ola Ahlqvist, Christoph Schlieder.

Contributor(s): Material type: TextTextLanguage: English Series: Advances in Geographic Information SciencePublisher: Cham : Springer International Publishing : Imprint: Springer, 2018Edition: 1st ed. 2018Description: X, 238 pages ; 24 cm. HBContent type:
  • text
Media type:
  • computer
Carrier type:
  • online resource
ISBN:
  • 9783319227740
Subject(s): Additional physical formats: Printed edition:: No title; Printed edition:: No title; Printed edition:: No titleDDC classification:
  • 910.285 AHL
Contents:
Foreword -- Introducing Geogames and Geoplay - Characterizing an emerging research field -- Defining a Geogame genre using core concepts of games, play, and geographic information and thinking -- OriGami - A Mobile Geogame for Spatial Literacy -- Spatial Game for Negotiations and Consensus Building in Urban Planning: YouPlaceIt! -- Addressing Uneven Participation Patterns in VGI through Gamification Mechanisms -- Teaching Geogame Design: Game Relocation as a Spatial Analysis Task -- (Re-)Localization of Location-Based Games -- The Design and Play of Geogames as Place-based Education -- A cost-effective workflow for depicting landscapes in immersive virtual environments -- Structural Gamification of a University GIS Course -- Geocaching on the Moon -- Ludography..
Summary: This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world..
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Foreword -- Introducing Geogames and Geoplay - Characterizing an emerging research field -- Defining a Geogame genre using core concepts of games, play, and geographic information and thinking -- OriGami - A Mobile Geogame for Spatial Literacy -- Spatial Game for Negotiations and Consensus Building in Urban Planning: YouPlaceIt! -- Addressing Uneven Participation Patterns in VGI through Gamification Mechanisms -- Teaching Geogame Design: Game Relocation as a Spatial Analysis Task -- (Re-)Localization of Location-Based Games -- The Design and Play of Geogames as Place-based Education -- A cost-effective workflow for depicting landscapes in immersive virtual environments -- Structural Gamification of a University GIS Course -- Geocaching on the Moon -- Ludography..

This book brings together contributions from researchers, GIS professionals and game designers to provide a first overview of this highly interdisciplinary field. Its scope ranges from fundamentals about games and play, geographic information technologies, game design and culture, to current examples and forward looking analysis. Of interest to anyone interested in creating and using Geogames, this volume serves as a channel for sharing early experiences, discussing technological challenges and solutions, and outlines a future research agenda. Games and play are part of human life, and in many game activities, place, space and geography plays a central role in determining the rules and interactions that are characteristic of each game. Recent developments and widespread access to mobile information, communication, and geospatial technologies have spurred a flurry of developments, including many variations of gaming activities that are situated in, or otherwise connected to the real world..

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