Abstract
The Kathmandu kids workshops at Advances in Computer Entertainment (ACE) brought together local children and leading entertainment media researchers from around the world in a daylong exploration of how children interact with and think about the latest innovations in computer entertainment and what these innovations or the lack thereof mean to their lives. The result was a mixture of surprise, play, inquiry and reflection. In this chapter, we describe the ideas behind the children workshops concept and the individual workshops themselves, the settings in which the workshops took place and the nature of the participants and the overall experience and outcome of the workshops.
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Notes
- 1.
In Rudrayanee a total of 12 students (8 females and 4 males) between the ages of 10 and 13 (median 13) completed the survey. In Ullens a total of 14 students (10 females and 4 males) between the ages of 13 and 14 (median 13) completed the survey.
- 2.
More details on this project can be found at http://www.antle.iat.sfu.ca/TabletGames.
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Acknowledgments
First and foremost we would like to express our outmost thanks and extreme gratitude to all the children and teachers who participated in the study for playing our games and sharing their insights and thoughts with us. Last but by no means least we would also like to thank Ishwor Hamal of Edupro Nepal and Veronika Halupka and Yongsoon Choi of Keio University in Japan for the logistical help and support they provided before, during and after the workshops.
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Chisik, Y., Antle, A., Birtles, B., Segura, E., Sylla, C. (2014). The Kathmandu Kids Entertainment Workshops. In: Cheok, A., Nijholt, A., Romão, T. (eds) Entertaining the Whole World. Human–Computer Interaction Series. Springer, London. https://doi.org/10.1007/978-1-4471-6446-3_2
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DOI: https://doi.org/10.1007/978-1-4471-6446-3_2
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