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Adopting the alternate reality game approach in the design of the Singa environment

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dc.contributor.author Dlodlo, N
dc.contributor.author Foko, Thato E
dc.contributor.author Mvelase, PS
dc.date.accessioned 2013-03-27T10:19:57Z
dc.date.available 2013-03-27T10:19:57Z
dc.date.issued 2010-01
dc.identifier.citation Dlodlo, N, Foko, T and Mvelase, PS. 2010. Adopting the alternate reality game approach in the design of the Singa environment. 8th Annual Hawaii International Conference on Education, Honolulu, Hawai, United States, 7-10 January 2010, pp. 3194-3203 en_US
dc.identifier.issn 1541-5880
dc.identifier.uri http://www.hiceducation.org/EDU2010.pdf
dc.identifier.uri http://hdl.handle.net/10204/6634
dc.description 8th Annual Hawaii International Conference on Education, Honolulu, Hawaii, United States, 7-10 January 2010 en_US
dc.description.abstract Playing games, especially electronic games, is a popular free-time activity among children and adolescents and these games seem to have a prominent role in the culture of young people. It is with this in mind that the SINGA environment was designed and developed. This paper describes the concepts of an initiative called SINGA (short for SINGAZENZELA) and how far the SINGA environment adopts features of the Alternate Reality game (ARG) to enhance its effectiveness. SINGA is an environment, both digital and physical, that simulates the real-world environment to impart survival skills to vulnerable children by putting them through challenges and puzzles. The mission of SINGA is to enhance the livelihoods of vulnerable children and young people by imparting to them ways and means to participate better in their own lives and to get things done without necessarily relying on adults and officials. ARGs, on the other hand, are multimedia narratives that use real-world platforms to tell a story that evolves around the user's response to challenges and puzzles. The game is defined by intense player involvement with a story that takes place in real-time and evolves according to participant's responses and characters. Players interact with characters in the game, solve plot-based challenges and puzzles and analyse the story and coordinate real-life and online activities. en_US
dc.language.iso en en_US
dc.publisher Hawaii International Conference on Education en_US
dc.subject Alternate reality games en_US
dc.subject ARG en_US
dc.subject Vulnerable children en_US
dc.subject Pedagogy en_US
dc.subject SINGA Project en_US
dc.title Adopting the alternate reality game approach in the design of the Singa environment en_US
dc.type Conference Presentation en_US
dc.identifier.apacitation Dlodlo, N., Foko, T. E., & Mvelase, P. (2010). Adopting the alternate reality game approach in the design of the Singa environment. Hawaii International Conference on Education. http://hdl.handle.net/10204/6634 en_ZA
dc.identifier.chicagocitation Dlodlo, N, Thato E Foko, and PS Mvelase. "Adopting the alternate reality game approach in the design of the Singa environment." (2010): http://hdl.handle.net/10204/6634 en_ZA
dc.identifier.vancouvercitation Dlodlo N, Foko TE, Mvelase P, Adopting the alternate reality game approach in the design of the Singa environment; Hawaii International Conference on Education; 2010. http://hdl.handle.net/10204/6634 . en_ZA
dc.identifier.ris TY - Conference Presentation AU - Dlodlo, N AU - Foko, Thato E AU - Mvelase, PS AB - Playing games, especially electronic games, is a popular free-time activity among children and adolescents and these games seem to have a prominent role in the culture of young people. It is with this in mind that the SINGA environment was designed and developed. This paper describes the concepts of an initiative called SINGA (short for SINGAZENZELA) and how far the SINGA environment adopts features of the Alternate Reality game (ARG) to enhance its effectiveness. SINGA is an environment, both digital and physical, that simulates the real-world environment to impart survival skills to vulnerable children by putting them through challenges and puzzles. The mission of SINGA is to enhance the livelihoods of vulnerable children and young people by imparting to them ways and means to participate better in their own lives and to get things done without necessarily relying on adults and officials. ARGs, on the other hand, are multimedia narratives that use real-world platforms to tell a story that evolves around the user's response to challenges and puzzles. The game is defined by intense player involvement with a story that takes place in real-time and evolves according to participant's responses and characters. Players interact with characters in the game, solve plot-based challenges and puzzles and analyse the story and coordinate real-life and online activities. DA - 2010-01 DB - ResearchSpace DP - CSIR KW - Alternate reality games KW - ARG KW - Vulnerable children KW - Pedagogy KW - SINGA Project LK - https://researchspace.csir.co.za PY - 2010 SM - 1541-5880 T1 - Adopting the alternate reality game approach in the design of the Singa environment TI - Adopting the alternate reality game approach in the design of the Singa environment UR - http://hdl.handle.net/10204/6634 ER - en_ZA


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