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dc.contributor.authorGazzard, Alison
dc.date.accessioned2011-12-22T11:01:09Z
dc.date.available2011-12-22T11:01:09Z
dc.date.issued2011-11
dc.identifier.citationGazzard , A 2011 , Bringing the imaginary back into play . in Procs Int Symposium on Electronic Art : ISEA 2011 . Int Symposium on Electronic Art , Istanbul , Turkey , 14/09/11 .
dc.identifier.citationconference
dc.identifier.otherPURE: 459132
dc.identifier.otherPURE UUID: 6854be4e-cd82-48a6-9360-a39728484d13
dc.identifier.urihttp://hdl.handle.net/2299/7497
dc.descriptionOriginal paper can be found at: http://doc.gold.ac.uk/isea2011/ocs/index.php/isea2011/index/schedConfs/archive This paper has been published under Creative Commons Attribution 3.0 Licence
dc.description.abstractThe term ‘ludic’ can be linked to many aspects of play and games, but what does it mean to be playful? Using examples of various augmented reality game, this paper will examine the role of mimicry in play as a way of understanding the ubiquity of ludic interfaces in light of our real world explorations. It will also highlight the importance of exploration and discovery in how we perceive, perform and create spaces of playful interaction.en
dc.language.isoeng
dc.relation.ispartofProcs Int Symposium on Electronic Art
dc.titleBringing the imaginary back into playen
dc.contributor.institutionSocial Sciences, Arts & Humanities Research Institute
dc.contributor.institutionSchool of Creative Arts
dc.contributor.institutionArt and Design
dc.contributor.institutionMedia Research Group
dc.identifier.urlhttps://isea2011.sabanciuniv.edu/
dc.relation.schoolSchool of Creative Arts
dcterms.dateAccepted2011-11
rioxxterms.typeOther
herts.preservation.rarelyaccessedtrue


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