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Ville Kankainen, Jonne Arjoranta, and Timo Nummenmaa, Games as Blends: Understanding Hybrid Games. Journal of Virtual Reality and Broadcasting, 14(2017), no. 4. (urn:nbn:de:0009-6-46940)

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%0 Journal Article
%T Games as Blends: Understanding Hybrid Games
%A Kankainen, Ville
%A Arjoranta, Jonne
%A Nummenmaa, Timo
%J Journal of Virtual Reality and Broadcasting
%D 2019
%V 14(2017)
%N 4
%@ 1860-2037
%F kankainen2019
%X The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.
%L 004
%K Pervasive Games
%K augmented reality games
%K conceptual blending
%K conceptual metaphor
%K games
%K hybridity
%K mixed reality games
%R 10.20385/1860-2037/14.2017.4
%U http://nbn-resolving.de/urn:nbn:de:0009-6-46940
%U http://dx.doi.org/10.20385/1860-2037/14.2017.4

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@Article{kankainen2019,
  author = 	"Kankainen, Ville
		and Arjoranta, Jonne
		and Nummenmaa, Timo",
  title = 	"Games as Blends: Understanding Hybrid Games",
  journal = 	"Journal of Virtual Reality and Broadcasting",
  year = 	"2019",
  volume = 	"14(2017)",
  number = 	"4",
  keywords = 	"Pervasive Games; augmented reality games; conceptual blending; conceptual metaphor; games; hybridity; mixed reality games",
  abstract = 	"The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.",
  issn = 	"1860-2037",
  doi = 	"10.20385/1860-2037/14.2017.4",
  url = 	"http://nbn-resolving.de/urn:nbn:de:0009-6-46940"
}

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RIS

TY  - JOUR
AU  - Kankainen, Ville
AU  - Arjoranta, Jonne
AU  - Nummenmaa, Timo
PY  - 2019
DA  - 2019//
TI  - Games as Blends: Understanding Hybrid Games
JO  - Journal of Virtual Reality and Broadcasting
VL  - 14(2017)
IS  - 4
KW  - Pervasive Games
KW  - augmented reality games
KW  - conceptual blending
KW  - conceptual metaphor
KW  - games
KW  - hybridity
KW  - mixed reality games
AB  - The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.
SN  - 1860-2037
UR  - http://nbn-resolving.de/urn:nbn:de:0009-6-46940
DO  - 10.20385/1860-2037/14.2017.4
ID  - kankainen2019
ER  - 
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Wordbib

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ISI

PT Journal
AU Kankainen, V
   Arjoranta, J
   Nummenmaa, T
TI Games as Blends: Understanding Hybrid Games
SO Journal of Virtual Reality and Broadcasting
PY 2019
VL 14(2017)
IS 4
DI 10.20385/1860-2037/14.2017.4
DE Pervasive Games; augmented reality games; conceptual blending; conceptual metaphor; games; hybridity; mixed reality games
AB The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.
ER

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Mods

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  <titleInfo>
    <title>Games as Blends: Understanding Hybrid Games</title>
  </titleInfo>
  <name type="personal">
    <namePart type="family">Kankainen</namePart>
    <namePart type="given">Ville</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Arjoranta</namePart>
    <namePart type="given">Jonne</namePart>
  </name>
  <name type="personal">
    <namePart type="family">Nummenmaa</namePart>
    <namePart type="given">Timo</namePart>
  </name>
  <abstract>The meaning of what hybrid games are is often fixed to the context in which the term is used. For example, hybrid games have often been defined in relation to recent developments in technology. This creates issues in the terms usage and limitations in thinking. This paper argues that hybrid games should be understood through conceptual metaphors. Hybridity is the blending of different cognitive domains that are not usually associated together. Hybrid games usually blend domains related to games, for example digital and board games, but can blend also other domains. Through viewing game experiences as blends from different domains, designers can understand the inherent hybridity in various types of games and use that understanding when building new designs.</abstract>
  <subject>
    <topic>Pervasive Games</topic>
    <topic>augmented reality games</topic>
    <topic>conceptual blending</topic>
    <topic>conceptual metaphor</topic>
    <topic>games</topic>
    <topic>hybridity</topic>
    <topic>mixed reality games</topic>
  </subject>
  <classification authority="ddc">004</classification>
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        <number>14(2017)</number>
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      <detail type="issue">
        <number>4</number>
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      <date>2019</date>
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  <identifier type="issn">1860-2037</identifier>
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  <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-46940</identifier>
  <identifier type="citekey">kankainen2019</identifier>
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