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[journal article]

dc.contributor.authorWilhelmsson, Ulfde
dc.contributor.authorSusi, Tarjade
dc.contributor.authorTorstensson, Niklasde
dc.date.accessioned2021-12-23T10:13:10Z
dc.date.available2021-12-23T10:13:10Z
dc.date.issued2021de
dc.identifier.issn2183-2439de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/76481
dc.description.abstractWhile much of the games research field for the last two decades has focused on digital games, this article draws attention to the benefits of combining analogue and digital game components to cater for a serious but fun game experience. In this case, the game design provides a set of game rules for players, where the goal is to win by finding another player’s hidden treasure. But, the game also includes deceptive characters, initially unknown to the players, whose goal is to lure the players to reveal information, which will make a player lose the game. Hence, the players and the unknown characters are involved in opposite but intertwined activities. To describe the differing activities we use the activity system model found in Activity Theory. The theoretical conceptualisation, the game design and the play situation create what we term a zone of experience where young players can experience the consequences of sharing too much information. The game design mimics real world online interactions, but under safe off-line conditions. The zone of experience also creates the foundation for an ensuing activity that fits well within the concept of the zone of proximal development: A follow-up conversation under adult guidance of game experiences aimed at raising children’s online risk awareness.de
dc.languageende
dc.subject.ddcSozialwissenschaften, Soziologiede
dc.subject.ddcSocial sciences, sociology, anthropologyen
dc.subject.ddcPublizistische Medien, Journalismus,Verlagswesende
dc.subject.ddcNews media, journalism, publishingen
dc.subject.otheractivity theory; mixed media; online risk awareness; serious game; zone of experiencede
dc.titleMerging the Analogue and the Digital: Combining Opposite Activities in a Mixed Media Gamede
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.identifier.urlhttps://www.cogitatiopress.com/mediaandcommunication/article/view/3203de
dc.source.journalMedia and Communication
dc.source.volume9de
dc.publisher.countryPRTde
dc.source.issue1de
dc.subject.classozFreizeitforschung, Freizeitsoziologiede
dc.subject.classozLeisure Researchen
dc.subject.classozinteraktive, elektronische Mediende
dc.subject.classozInteractive, electronic Mediaen
dc.subject.thesozSpielde
dc.subject.thesozplayingen
dc.subject.thesozOnline-Mediende
dc.subject.thesozonline mediaen
dc.subject.thesozRisikoabschätzungde
dc.subject.thesozrisk assessmenten
dc.rights.licenceCreative Commons - Namensnennung 4.0de
dc.rights.licenceCreative Commons - Attribution 4.0en
internal.statusformal und inhaltlich fertig erschlossende
internal.identifier.thesoz10045837
internal.identifier.thesoz10064820
internal.identifier.thesoz10056789
dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo17-27de
internal.identifier.classoz20400
internal.identifier.classoz1080404
internal.identifier.journal793
internal.identifier.document32
internal.identifier.ddc300
internal.identifier.ddc070
dc.source.issuetopicGames and Communication - Quo Vadis?de
dc.identifier.doihttps://doi.org/10.17645/mac.v9i1.3203de
dc.description.pubstatusVeröffentlichungsversionde
dc.description.pubstatusPublished Versionen
internal.identifier.licence16
internal.identifier.pubstatus1
internal.identifier.review1
internal.dda.referencehttps://www.cogitatiopress.com/mediaandcommunication/oai/@@oai:ojs.cogitatiopress.com:article/3203
ssoar.urn.registrationfalsede


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