SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The Gamification of Augmented Reality Art
9 references·1 citing·30 second hop
The Gamification of Augmented Reality Art (2019)The Gamification of Augmented Reality ArtFrom STEM to STEAM: Brain-Compatible Strategies and Lessons That Integrate the Arts (2018)From STEM to STEAM: Brain-Com…Augmented Reality Art (2018)Augmented Reality ArtThe Aesthetics of Liminality: Augmentation as an Art Form (2014)The Aesthetics of Liminality:…Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium (2014)Augmented Reality Art: From a…Precarious Playbour: Modders and the Digital Games Industry (2005)Precarious Playbour: Modders …What Video Games Have to Teach Us about Learning and Literacy (2004)What Video Games Have to Teac…A Hacker Manifesto (2004)A Hacker ManifestoWhat video games have to teach us about learning and literacy (2003)What video games have to teac…Serious Games (1970)Serious GamesExploring the integration of art and technology (2023)Exploring the integration of …Situated Cognition and the Culture of Learning (1989)Situated Learning: Legitimate Peripheral Participation. (1994)A pedagogy of Multiliteracies Designing Social Futures (1996)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Gamifying learning experiences: Practical implications and outcomes (2013)Assessing the effects of gamification in the classroom: A longitudinal study on intrinsic motivation, social comparison, satisfaction, effort, and academic performance (2014)Free Labor (2000)The Labour of User Co-Creators (2008)Hope Labor: The Role of Employment Prospects in Online Social Production (2013)The Affective Labor and Performance of Live Streaming on Twitch.tv (2019)Situated Learning (1991)A Pedagogy of Multiliteracies: Designing Social Futures (1996)Foundations of Game-Based Learning (2015)Film Theory and Criticism (1979)Parables for the virtual: movement, affect, sensation (2002)The Translation of Art in Virtual Worlds (2013)Actors, Avatars and Agents: Potentials and Implications of Natural Face Technology for the Creation of Realistic Visual Presence (2018)Art, Creativity, and the Potential of Artificial Intelligence (2019)Technology-enhanced creativity: A multiple case study of digital technology-integration expert teachers’ beliefs and practices (2021)The Political Economy of Peer Production (2005)Precarity as a Political Concept, or, Fordism as Exception (2008)Labor in Informational Capitalism and on the Internet (2010)Interface Is the Place: Augmented Reality and the Phenomena of Smartphone–Spacetime (2018)When Augmented Reality Met Art: Lessons Learned from Researcher–Artist Interdisciplinary Work (2018)Human-Computer Interactions in Museums (2019)Toward an understanding of flow in video games (2008)A User-Centered Theoretical Framework for Meaningful Gamification (2012)An Overview of Serious Games (2014)Phenomenology, Pokémon Go, and Other Augmented Reality Games (2017)Una panoramica delle strategie di conservazione di opere d’arte digitale (2018)
this work references cited by second hop

References

  • 2004What Video Games Have to Teach Us about Learning and Literacy6,673 cited
  • 2003What video games have to teach us about learning and literacy5,713 cited
  • 1970Serious Games921 cited
  • 2005Precarious Playbour: Modders and the Digital Games Industry500 cited
  • 2004A Hacker Manifesto215 cited
  • 2018From STEM to STEAM: Brain-Compatible Strategies and Lessons That Integrate the Arts53 cited
  • 2014Augmented Reality Art: From an Emerging Technology to a Novel Creative Medium23 cited
  • 2018Augmented Reality Art16 cited
  • 2014The Aesthetics of Liminality: Augmentation as an Art Form11 cited

Cited by

  • 2023Exploring the integration of art and technology5 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work