Assembling the collective experience of a serious game mediation as an interactional practice

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

Public installation settings provide a great opportunity to study how various participants orient to one or several screens. In this paper, we explore how visitors use the central tactile menu of a serious game installation with the assistance of a mediator. To study this interactional organization, we conducted a video-based analysis of co-participants' practices. We focus on the close analysis of two distinct configurations of talk and bodily activities, which connect participants to the artefact through various embodied practices.

Original languageEnglish
Title of host publicationHuman-Computer Interaction
Subtitle of host publicationApplications and Services - 16th International Conference, HCI International 2014, Proceedings
PublisherSpringer Verlag
Pages571-580
Number of pages10
EditionPART 3
ISBN (Print)9783319072265
DOIs
Publication statusPublished - 1 Jan 2014
Externally publishedYes
Event16th International Conference on Human-Computer Interaction: Applications and Services, HCI International 2014 - Heraklion, Crete, Greece
Duration: 22 Jun 201427 Jun 2014

Publication series

NameLecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
NumberPART 3
Volume8512 LNCS
ISSN (Print)0302-9743
ISSN (Electronic)1611-3349

Conference

Conference16th International Conference on Human-Computer Interaction: Applications and Services, HCI International 2014
Country/TerritoryGreece
CityHeraklion, Crete
Period22/06/1427/06/14

Keywords

  • embodied interaction
  • ethnomethodology
  • public interfaces
  • serious game
  • video-based studies

Fingerprint

Dive into the research topics of 'Assembling the collective experience of a serious game mediation as an interactional practice'. Together they form a unique fingerprint.

Cite this