TY - GEN
T1 - Towards sylvan games
T2 - GamiFIN Conference
AU - Thibault, Mattia
AU - Bampouni, Elpida
N1 - Funding Information:
This work was supported by the Academy of Finland Flagship Programme (337653 Forest-Human-Machine Interplay (UNITE).
Publisher Copyright:
© 2023 Copyright for this paper by its authors.
PY - 2023
Y1 - 2023
N2 - This paper presents a study based on research through design, exploring the potentials of the intersection between human play, forests, and technology. Building on the existing literature on urban games, we introduce the idea of sylvan games which focus on deepening the relations between players and natural spaces. We designed two different games, Sensor Hunt and Pathmaker, focusing on different dimensions of navigation and technologies. Fourteen participants played the games while quantitative and qualitative data was collected using pre and post gameplay surveys, open questions, and drawings. A hybrid thematic analysis approach was employed to analyse the data and four themes were identified: the game, the technologies, the forest, and the participants’ emotions. The emotional influences of the games were further explored using PANAS and text analysis. We discuss these results and suggest a list of design considerations for future sylvan games based on our findings.
AB - This paper presents a study based on research through design, exploring the potentials of the intersection between human play, forests, and technology. Building on the existing literature on urban games, we introduce the idea of sylvan games which focus on deepening the relations between players and natural spaces. We designed two different games, Sensor Hunt and Pathmaker, focusing on different dimensions of navigation and technologies. Fourteen participants played the games while quantitative and qualitative data was collected using pre and post gameplay surveys, open questions, and drawings. A hybrid thematic analysis approach was employed to analyse the data and four themes were identified: the game, the technologies, the forest, and the participants’ emotions. The emotional influences of the games were further explored using PANAS and text analysis. We discuss these results and suggest a list of design considerations for future sylvan games based on our findings.
KW - forest games
KW - Gamification
KW - location-based games
KW - play in the wild
KW - sustainability
M3 - Conference contribution
AN - SCOPUS:85161692711
T3 - CEUR Workshop Proceedings
SP - 176
EP - 183
BT - Proceedings of the 7th International GamiFIN Conference 2023 (GamiFIN 2023)
PB - CEUR-WS
Y2 - 18 April 2023 through 21 April 2023
ER -