Reaali- ja pelimaailman risteyksessä: Kokemuksia tutkimustietoon perustuvien lisätyn todellisuuden pelien kehittämisestä.




Tuomas Mäkilä, Lauri Viinikkala, Timo Korkalainen, Teijo Lehtonen

Raine Koskimaa, Jaakko Suominen, Frans Mäyrä, J. Tuomas Harviainen, Usva Friman, Jonne Arjoranta

Tampere

2015

Pelitutkimuksen Vuosikirja

Pelitutkimuksen vuosikirja 2015

2015

978-952-03-0028-9

http://www.pelitutkimus.fi/vuosikirja2015/katsaus-reaali-ja-pelimaailman-risteyksessa-kokemuksia-tutkimustietoon-perustuvien-lisatyn-todellisuuden-pelien-kehittamisesta



Augmented reality has been researched for decades, but just recently the technological advancements have made augmented reality applications on common consumer devices possible. Augmented reality enables new exciting possibilities to enrich the surrounding reality with digital content. It is even possible to connect the actual reality to become a part of a game worlds and content. In the Futuristic History research project, augmented reality games and applications were developed into museum environment. In addition to the entertainment values, the applications had to be based on the actual historical research knowledge. In this article, we analyze the changes in the junction of the game world and the reality caused by the adoption of augmented reality. We investigate how the game production process changes, when the experts of the history, archeology and museology join already heterogeneous production team. We also present what new requirements for the game design emerge when a game world is connected to the real world, where all the attributes are no longer under the game designer’s control. The article is based on the lessons learned during the Futuristic History project and the existing research literature.




Last updated on 2024-26-11 at 21:23