Building an augmented reality system for consumption and production of hybrid gaming and storytelling

This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and...

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Main Authors: Richard E. Ferdig, Enrico Gandolfi, Chris Lenart, Robert Clements
Format: Article
Language:English
Published: ASLERD 2023-03-01
Series:Interaction Design and Architecture(s)
Online Access:https://ixdea.org/56_3/
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author Richard E. Ferdig
Enrico Gandolfi
Chris Lenart
Robert Clements
author_facet Richard E. Ferdig
Enrico Gandolfi
Chris Lenart
Robert Clements
author_sort Richard E. Ferdig
collection DOAJ
description This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.
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spelling doaj.art-e44f574b4ee64c7fbbeccd88cdd4622d2023-08-02T14:59:26ZengASLERDInteraction Design and Architecture(s)2283-29982023-03-0156536810.55612/s-5002-056-003Building an augmented reality system for consumption and production of hybrid gaming and storytellingRichard E. Ferdighttps://orcid.org/0000-0001-6823-1663Enrico Gandolfihttps://orcid.org/0000-0002-8918-1033Chris LenartRobert Clements This article provides an overview of how augmented reality (AR) can support gaming and ludic experiences. More importantly, it describes the development and open access availability of an augmented and virtual reality platform called GLARE that can be used to create hybrid storytelling and gaming experiences. In doing so, it provides insights of how we can move from a consumption-based (educators and students exposed to AR content) to a production-driven (educators and students creating AR content) approach to improve the pedagogical and psychological outcomes of such a technology. Concrete examples are provided to contextualize such a potential.https://ixdea.org/56_3/
spellingShingle Richard E. Ferdig
Enrico Gandolfi
Chris Lenart
Robert Clements
Building an augmented reality system for consumption and production of hybrid gaming and storytelling
Interaction Design and Architecture(s)
title Building an augmented reality system for consumption and production of hybrid gaming and storytelling
title_full Building an augmented reality system for consumption and production of hybrid gaming and storytelling
title_fullStr Building an augmented reality system for consumption and production of hybrid gaming and storytelling
title_full_unstemmed Building an augmented reality system for consumption and production of hybrid gaming and storytelling
title_short Building an augmented reality system for consumption and production of hybrid gaming and storytelling
title_sort building an augmented reality system for consumption and production of hybrid gaming and storytelling
url https://ixdea.org/56_3/
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AT chrislenart buildinganaugmentedrealitysystemforconsumptionandproductionofhybridgamingandstorytelling
AT robertclements buildinganaugmentedrealitysystemforconsumptionandproductionofhybridgamingandstorytelling