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Ambient Gaming and Play: Opportunities and Challenges

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Constructing Ambient Intelligence (AmI 2011)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 277))

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Abstract

During the workshop on Ambient Gaming (AmGam’11) at the International Conference on Ambient Intelligence in Amsterdam, 16-18 November 2011, 17 participants from 8 different countries discussed emerging research topics around Ambient Gaming. With ambient games and play we denote playful activities that are seamlessly integrated within our daily lives in such a way that the boundaries between other activities and play disappear or blur. Ambient games blend the virtual and real world and are interacted with through multiple ubiquitous devices. Ambient games and play have a strong motivational character and may offer more natural and improved interaction. However, we are also faced with many challenges, not only technological, but societal and ethical as well.

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© 2012 Springer-Verlag Berlin Heidelberg

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Sturm, J., Schouten, B. (2012). Ambient Gaming and Play: Opportunities and Challenges. In: Wichert, R., Van Laerhoven, K., Gelissen, J. (eds) Constructing Ambient Intelligence. AmI 2011. Communications in Computer and Information Science, vol 277. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-31479-7_36

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  • DOI: https://doi.org/10.1007/978-3-642-31479-7_36

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-31478-0

  • Online ISBN: 978-3-642-31479-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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