@inbook{ebba335f508c4e9ea680207f40d04cff,
title = "More playful user interfaces: an introduction",
abstract = "In this chapter we embed recent research advances in creating playful user interfaces in a historical context. We have observations on spending leisure time, in particular predictions from previous decades and views expressed in Science Fiction novels. We confront these views and predictions with what has really happened since the advent of computers, the Internet, Worldwide Web and sensors and actuators that are increasingly becoming integrated in our environments and in devices that are with us 24/7. And, not only with us, but also connected to networks of nodes that represent people, institutions, and companies. Playful user interfaces are not only interesting for entertainment applications. Educational or behavior change supporting systems can also profit from a playful approach. The chapter concludes with a meta-level review of the chapters in this book. In this review we distinguish three views on research and application domains for playful user interfaces: (1) Designing Interactions for and by Children, (2) Designing Interactions with Nature, Animals, and Things, and (3) Designing Interactions for Arts, Performances, and Sports.",
keywords = "EWI-25992, METIS-312589, HMI-MI: MULTIMODAL INTERACTIONS, IR-96447, Child Computer Interaction, Brain-Computer Interfaces, Animal-Computer Interaction, Human computer interaction, Internet of Things, Entertainment computing, Video games, Pervasive computing, Tangible Interfaces, urban games, constructionist gaming, human-ecosystem interaction, HMI-HF: Human Factors",
author = "Anton Nijholt",
note = "10.1007/978-981-287-546-4_1 ",
year = "2015",
month = may,
day = "18",
doi = "10.1007/978-981-287-546-4_1",
language = "English",
isbn = "978-981-287-545-7",
series = "Gaming media and social effects",
publisher = "Springer",
pages = "1--13",
editor = "Anton Nijholt",
booktitle = "More Playful User Interfaces",
address = "Netherlands",
}