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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/10.20385/1860-2037/14.2017.4Download
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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" }Download
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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 -Download
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<?xml version="1.0" encoding="UTF-8"?> <b:Sources SelectedStyle="" xmlns:b="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" xmlns="http://schemas.openxmlformats.org/officeDocument/2006/bibliography" > <b:Source> <b:Tag>kankainen2019</b:Tag> <b:SourceType>ArticleInAPeriodical</b:SourceType> <b:Year>2019</b:Year> <b:PeriodicalTitle>Journal of Virtual Reality and Broadcasting</b:PeriodicalTitle> <b:Volume>14(2017)</b:Volume> <b:Issue>4</b:Issue> <b:Url>http://nbn-resolving.de/urn:nbn:de:0009-6-46940</b:Url> <b:Url>http://dx.doi.org/10.20385/1860-2037/14.2017.4</b:Url> <b:Author> <b:Author><b:NameList> <b:Person><b:Last>Kankainen</b:Last><b:First>Ville</b:First></b:Person> <b:Person><b:Last>Arjoranta</b:Last><b:First>Jonne</b:First></b:Person> <b:Person><b:Last>Nummenmaa</b:Last><b:First>Timo</b:First></b:Person> </b:NameList></b:Author> </b:Author> <b:Title>Games as Blends: Understanding Hybrid Games</b:Title> <b:Comments>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.</b:Comments> </b:Source> </b:Sources>Download
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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. ERDownload
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<mods> <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> <relatedItem type="host"> <genre authority="marcgt">periodical</genre> <genre>academic journal</genre> <titleInfo> <title>Journal of Virtual Reality and Broadcasting</title> </titleInfo> <part> <detail type="volume"> <number>14(2017)</number> </detail> <detail type="issue"> <number>4</number> </detail> <date>2019</date> </part> </relatedItem> <identifier type="issn">1860-2037</identifier> <identifier type="urn">urn:nbn:de:0009-6-46940</identifier> <identifier type="doi">10.20385/1860-2037/14.2017.4</identifier> <identifier type="uri">http://nbn-resolving.de/urn:nbn:de:0009-6-46940</identifier> <identifier type="citekey">kankainen2019</identifier> </mods>Download
Full Metadata
Bibliographic Citation | JVRB, 14(2017), no. 4. |
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Title |
Games as Blends: Understanding Hybrid Games (eng) |
Author | Ville Kankainen, Jonne Arjoranta, Timo Nummenmaa |
Language | eng |
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. |
Subject | Pervasive Games, augmented reality games, conceptual blending, conceptual metaphor, games, hybridity, mixed reality games |
Classified Subjects |
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DDC | 004 |
Rights | DPPL |
URN: | urn:nbn:de:0009-6-46940 |
DOI | https://doi.org/10.20385/1860-2037/14.2017.4 |