{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,2,14]],"date-time":"2026-02-14T11:14:01Z","timestamp":1771067641981,"version":"3.50.1"},"publisher-location":"Cham","reference-count":24,"publisher":"Springer International Publishing","isbn-type":[{"value":"9783319769073","type":"print"},{"value":"9783319769080","type":"electronic"}],"license":[{"start":{"date-parts":[[2018,1,1]],"date-time":"2018-01-01T00:00:00Z","timestamp":1514764800000},"content-version":"unspecified","delay-in-days":0,"URL":"http:\/\/www.springer.com\/tdm"}],"content-domain":{"domain":["link.springer.com"],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2018]]},"DOI":"10.1007\/978-3-319-76908-0_8","type":"book-chapter","created":{"date-parts":[[2018,3,6]],"date-time":"2018-03-06T10:53:51Z","timestamp":1520333631000},"page":"74-84","update-policy":"https:\/\/doi.org\/10.1007\/springer_crossmark_policy","source":"Crossref","is-referenced-by-count":4,"title":["Authoring a Serious Pervasive Game for Reflecting upon Urban Spaces"],"prefix":"10.1007","author":[{"given":"Vanessa","family":"Santos","sequence":"first","affiliation":[]},{"given":"Roc Par\u00e9s","family":"Burgu\u00e8s","sequence":"additional","affiliation":[]}],"member":"297","published-online":{"date-parts":[[2018,3,7]]},"reference":[{"issue":"2","key":"8_CR1","doi-asserted-by":"crossref","first-page":"105","DOI":"10.1177\/003172170508700205","volume":"87","author":"DW Shaffer","year":"2005","unstructured":"Shaffer, D.W., Squire, K.R., Halverson, R., Gee, J.P.: Video games and the future of learning. Phi Delta Kappan 87(2), 105\u2013111 (2005)","journal-title":"Phi Delta Kappan"},{"key":"8_CR2","volume-title":"Getting over the slump: innovation strategies to promote children\u2019s learning","author":"JP Gee","year":"2008","unstructured":"Gee, J.P.: Getting over the slump: innovation strategies to promote children\u2019s learning. The Joan Ganz Cooney Center at Sesame Workshop, New York (2008)"},{"key":"8_CR3","first-page":"1","volume":"1","author":"R Smith","year":"2007","unstructured":"Smith, R.: Game impact theory: the five forces that are driving the adoption of game technologies within multiple established industries. Games Soc. Yearb. 1, 1\u201332 (2007)","journal-title":"Games Soc. Yearb."},{"key":"8_CR4","unstructured":"Susi, T., Johannesson, M., Backlund, P.: Serious Games \u2013 An overview School of Humanities and Informatics. University of Sk\u00f6vde, Sweden (2007)"},{"key":"8_CR5","series-title":"Human-Computer Interaction Series","doi-asserted-by":"crossref","first-page":"13","DOI":"10.1007\/1-4020-2967-5","volume-title":"Funology: From Usability to Enjoyment","author":"MA Blythe","year":"2005","unstructured":"Blythe, M.A., Wright, P.C.: Introduction: from usability to enjoyment. In: Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C. (eds.) Funology: From Usability to Enjoyment. Human-Computer Interaction Series, vol. 3, pp. 13\u201319. Klumer Academic Publishers, Dordrecht (2005)"},{"key":"8_CR6","volume-title":"The Art of Computer Game Design","author":"C Crawford","year":"1984","unstructured":"Crawford, C.: The Art of Computer Game Design. McGraw-Hill\/Osborne Media, Berkeley (1984)"},{"key":"8_CR7","volume-title":"Beyond Edutainment: Exploring the Educational Potential of Computer Games","author":"S Egenfeldt-Nielsen","year":"2011","unstructured":"Egenfeldt-Nielsen, S.: Beyond Edutainment: Exploring the Educational Potential of Computer Games. Lulu.com, Morrisville (2011)"},{"key":"8_CR8","first-page":"67","volume-title":"Concepts and Technologies for Pervasive Games \u2013 A Reader for Pervasive Gaming Research","author":"BK Walther","year":"2007","unstructured":"Walther, B.K.: Pervasive game-play: theoretical reflection and classifications. In: Magerkurth, C., R\u00f6cker, C. (eds.) Concepts and Technologies for Pervasive Games \u2013 A Reader for Pervasive Gaming Research, vol. 1, pp. 67\u201390. Shaker Verlag, Leipzig (2007)"},{"issue":"3","key":"8_CR9","doi-asserted-by":"crossref","first-page":"195","DOI":"10.1016\/j.compenvurbsys.2011.10.003","volume":"36","author":"A Poplin","year":"2012","unstructured":"Poplin, A.: Playful public participation in urban planning: a case study for online serious games. Comput. Environ. Urban Syst. 36(3), 195\u2013206 (2012)","journal-title":"Comput. Environ. Urban Syst."},{"key":"8_CR10","volume-title":"Comunica\u00e7\u00e3o e mobilidade","author":"A Lemos","year":"2009","unstructured":"Lemos, A., Josgrilberg, F.: Comunica\u00e7\u00e3o e mobilidade. EDUFBA, Salvador (2009)"},{"key":"8_CR11","doi-asserted-by":"crossref","first-page":"113","DOI":"10.4337\/9781785363429.00018","volume-title":"A Research Agenda for Cities","author":"E Wyly","year":"2017","unstructured":"Wyly, E.: Gentrification. In: Short, J.R. (ed.) A Research Agenda for Cities, pp. 113\u2013124. Edward Elgar Publishing, Massachusetts (2017)"},{"key":"8_CR12","unstructured":"Hight, J.: Narrative Archaeology: reading the landscape. In: 4th International Conference on Media in Transition, Massachussetts Institute of Technology. \nhttp:\/\/www.academia.edu\/203311\/narrative_archaeology"},{"key":"8_CR13","unstructured":"Debord, G.: Theory of the D\u00e9rive. In: Internationale Situationniste, vol. 2, pp. 50\u201354 (1958)"},{"key":"8_CR14","series-title":"Lecture Notes in Computer Science","doi-asserted-by":"publisher","first-page":"12","DOI":"10.1007\/978-3-642-21619-0_2","volume-title":"Human-Computer Interaction. Users and Applications","author":"S George","year":"2011","unstructured":"George, S., Serna, A.: Introducing mobility in serious games: enhancing situated and collaborative learning. In: Jacko, J.A. (ed.) HCI 2011. LNCS, vol. 6764, pp. 12\u201320. Springer, Heidelberg (2011). \nhttps:\/\/doi.org\/10.1007\/978-3-642-21619-0_2"},{"issue":"4","key":"8_CR15","doi-asserted-by":"crossref","first-page":"41","DOI":"10.4018\/ijgbl.2012100103","volume":"2","author":"P Rooney","year":"2012","unstructured":"Rooney, P.: A theoretical framework for serious game design: exploring pedagogy, play and fidelity and their implications for the design process. Int. J. Game-based Learn. 2(4), 41\u201360 (2012)","journal-title":"Int. J. Game-based Learn."},{"issue":"3","key":"8_CR16","doi-asserted-by":"crossref","first-page":"387","DOI":"10.1111\/j.1467-8535.2007.00722.x","volume":"38","author":"M Pivec","year":"2007","unstructured":"Pivec, M.: Editorial: Play and learn: potentials of game-based learning. Br. J. Educ. Tech. 38(3), 387\u2013393 (2007)","journal-title":"Br. J. Educ. Tech."},{"key":"8_CR17","volume-title":"Rules of Play: Game Design Fundamentals","author":"K Salen","year":"2004","unstructured":"Salen, K., Zimmerman, E.: Rules of Play: Game Design Fundamentals. MIT Press, Cambridge (2004)"},{"key":"8_CR18","first-page":"223","volume-title":"Aptitude, Learning and Instruction","author":"TW Malone","year":"1987","unstructured":"Malone, T.W., Lepper, M.R.: Making learning fun: a taxonomy of intrinsic motivations for learning. In: Snow, R.E., Farr, M.J. (eds.) Aptitude, Learning and Instruction, vol. 3, pp. 223\u2013253. Lawrence Erlbaum, Mahwah (1987)"},{"key":"8_CR19","volume-title":"Digital Game-Based Learning","author":"M Prensky","year":"2001","unstructured":"Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)"},{"key":"8_CR20","first-page":"118","volume-title":"First Person","author":"H Jenkins","year":"2002","unstructured":"Jenkins, H.: Game design as narrative architecture. In: Harrington, P., Frup-Waldrop, N. (eds.) First Person, pp. 118\u2013130. MIT Press, Cambridge (2002)"},{"key":"8_CR21","volume-title":"Flow: The Psychology of Optimal Performance","author":"M Csikszentmihalyi","year":"1990","unstructured":"Csikszentmihalyi, M.: Flow: The Psychology of Optimal Performance. Cambridge University Press, Cambridge (1990)"},{"key":"8_CR22","first-page":"227","volume-title":"Handbook of Computer Game Studies","author":"B Neitzel","year":"2005","unstructured":"Neitzel, B.: Narrativity in computer games. In: Raessens, J., Goldstein, J. (eds.) Handbook of Computer Game Studies, pp. 227\u2013245. MIT Press, Cambridge (2005)"},{"key":"8_CR23","first-page":"45","volume-title":"First Person: New Media as Story, Performance, and Game","author":"E Aarseth","year":"2004","unstructured":"Aarseth, E.: Genre trouble: narrativism and the art of simulation. In: Wardrip-Fruin, N., Harrigan, P. (eds.) First Person: New Media as Story, Performance, and Game, pp. 45\u201355. MIT Press, Cambridge (2004)"},{"key":"8_CR24","volume-title":"Avatars of Story","author":"ML Ryan","year":"2006","unstructured":"Ryan, M.L.: Avatars of Story. University of Minnesota Press, Minneapolis (2006)"}],"container-title":["Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering","Interactivity, Game Creation, Design, Learning, and Innovation"],"original-title":[],"link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-319-76908-0_8","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2018,3,6]],"date-time":"2018-03-06T10:57:33Z","timestamp":1520333853000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-319-76908-0_8"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2018]]},"ISBN":["9783319769073","9783319769080"],"references-count":24,"URL":"https:\/\/doi.org\/10.1007\/978-3-319-76908-0_8","relation":{},"ISSN":["1867-8211","1867-822X"],"issn-type":[{"value":"1867-8211","type":"print"},{"value":"1867-822X","type":"electronic"}],"subject":[],"published":{"date-parts":[[2018]]}}}