SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Interactive Narrative Design for Geographically Dispersed Points of Interest
16 references·0 citing·33 second hop
Interactive Narrative Design for Geographically Dispersed Points of Interest (2019)Interactive Narrative Design for Geograph…Geogames and Geoplay (2017)Geogames and GeoplayGaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting (2017)Gaming Versus Storytelling: U…Narrativas transmedia y contenidos generados por los usuarios: el caso de los crossovers (2016)Narrativas transmedia y conte…Media Franchising (2016)Media FranchisingGhosts! A Location-Based Bluetooth LE Mobile Game for Museum Exploration (2016)Ghosts! A Location-Based Blue…Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media (2015)Narrative as Virtual Reality …Narrative as Virtual Reality 2 (2015)Narrative as Virtual Reality 2CHESS: Personalized Storytelling Experiences in Museums (2014)CHESS: Personalized Storytell…Designing for the Museum Visitor Experience (2013)Designing for the Museum Visi…Core concepts of spatial information for transdisciplinary research (2012)Core concepts of spatial info…Building Imaginary Worlds: The Theory and History of Subcreation (2012)Building Imaginary Worlds: Th…Fundamentals of game design (2010)Fundamentals of game designThird person: authoring and exploring vast narratives (2009)Third person: authoring and e…Pervasive Games: Theory and Design (2009)Pervasive Games: Theory and D…Digital technologies and the museum experience: Handheld guides and other media (2009)Digital technologies and the …Learning from Museums: Visitor Experiences and the Making of Meaning (2000)Learning from Museums: Visito…A Computer Movie Simulating Urban Growth in the Detroit Region (1970)Geographical information science (1992)Citizens as sensors: the world of volunteered geography (2007)A Conceptual Quality Framework for Volunteered Geographic Information (2015)The future role of GIS education in creating critical spatial thinkers (2016)Places in Information Science (2019)Transmedial Storytelling and Transfictionality (2013)Reading for Learning (2014)The Extended Reach of Game Engine Companies: How Companies Like Epic Games and Unity Technologies Provide Platforms for Extended Reality Applications and the Metaverse (2022)Virtual museums, a survey and some issues for consideration (2009)Visitors’ learning for environmental sustainability: Testing short- and long-term impacts of wildlife tourism experiences using structural equation modelling (2010)Visitors’ memories of wildlife tourism: Implications for the design of powerful interpretive experiences (2010)Game design as marketing: How game mechanics create demand for virtual goods (2010)The Pokémon GO Experience (2017)Uses and Gratifications of Pokémon Go: Why do People Play Mobile Location-Based Augmented Reality Games? (2018)Defining Game Mechanics (2008)Handbook of Research on Effective Electronic Gaming in Education (2009)The Design, Play, and Experience Framework (2009)"They're Just Tixel Pits, Man" (2017)Virtual reality is so cool! How technology innovativeness shapes consumer responses to service preview modes (2020)Virtual reality and gamification in education: a systematic review (2024)Digital creativity: Research themes and framework (2014)Oculus imaginaries: The promises and perils of Facebook’s virtual reality (2020)Investigating Users’ Acceptance of the Metaverse with an Extended Technology Acceptance Model (2023)Veronica Mars , fandom, and the ‘Affective Economics’ of crowdfunding poachers (2014)Transmedia world-building: The Shadow (1931–present) and Transformers (1984–present) (2015)Transmedia characters: Theory and analysis (2019)Museum Atmospherics: The Role of the Exhibition Environment in the Visitor Experience (2013)The role of atmosphere in Italian museums: effects on brand perceptions and visitor behavioral intentions (2020)Technology and museum visitor experiences: a four stage model of evolution (2023)Bilingual practices and the social organisation of video gaming activities (2010)Broken on Purpose: Poetry, Serial Television, and the Season (2010)Ethnographic Imagination (2014)
this work references cited by second hop

References

  • 2000Learning from Museums: Visitor Experiences and the Making of Meaning1,892 cited
  • 2010Fundamentals of game design1,226 cited
  • 2012Building Imaginary Worlds: The Theory and History of Subcreation444 cited
  • 2009Pervasive Games: Theory and Design443 cited
  • 2015Narrative as Virtual Reality 2390 cited
  • 2015Narrative as Virtual Reality 2: Revisiting Immersion and Interactivity in Literature and Electronic Media224 cited
  • 2012Core concepts of spatial information for transdisciplinary research172 cited
  • 2016Media Franchising141 cited
  • 2013Designing for the Museum Visitor Experience137 cited
  • 2009Third person: authoring and exploring vast narratives113 cited
  • 2016Narrativas transmedia y contenidos generados por los usuarios: el caso de los crossovers76 cited
  • 2014CHESS: Personalized Storytelling Experiences in Museums55 cited
  • 2017Geogames and Geoplay32 cited
  • 2009Digital technologies and the museum experience: Handheld guides and other media29 cited
  • 2017Gaming Versus Storytelling: Understanding Children’s Interactive Experiences in a Museum Setting23 cited
  • 2016

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

Ghosts! A Location-Based Bluetooth LE Mobile Game for Museum Exploration
17 cited

Cited by

No citing works inside the corpus for this window.