{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,5,1]],"date-time":"2026-05-01T14:27:33Z","timestamp":1777645653382,"version":"3.51.4"},"reference-count":51,"publisher":"SAGE Publications","issue":"4","license":[{"start":{"date-parts":[[2015,1,23]],"date-time":"2015-01-23T00:00:00Z","timestamp":1421971200000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/journals.sagepub.com\/page\/policies\/text-and-data-mining-license"}],"content-domain":{"domain":["journals.sagepub.com"],"crossmark-restriction":true},"short-container-title":["Games and Culture"],"published-print":{"date-parts":[[2016,6]]},"abstract":"<jats:p>This article analyzes learning games that enhance the learning context through authentic experiences in real spaces related to the context of learning. However, the concept of learning in context has not yet been fully activated, which is attributed to the limitation in the use of learning games in spaces related to the learning context. To present solutions for this problem, the author proposed a digital-physical reality game (DPRG), a new conceptual framework to enhance the context by mapping fantasy in any ordinary space, such as the inside of a school through speculative research. The learning game was implemented based on the framework of DPRG, and the experiment verified that students became immersed in the story of the actual game through fantasy. They recognized a random space in which the game was played as the space set in the game and cognitively connected the current learning context with the random space.<\/jats:p>","DOI":"10.1177\/1555412014568789","type":"journal-article","created":{"date-parts":[[2015,1,23]],"date-time":"2015-01-23T23:21:31Z","timestamp":1422055291000},"page":"390-421","update-policy":"https:\/\/doi.org\/10.1177\/sage-journals-update-policy","source":"Crossref","is-referenced-by-count":9,"title":["Digital\u2013Physical Reality Game"],"prefix":"10.1177","volume":"11","author":[{"given":"Chongsan","family":"Kwon","sequence":"first","affiliation":[{"name":"Graduate School of Convergence Science and Technology, Seoul National University, Suwon-si, Gyeonggi-do, Republic of Korea"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Yoseob","family":"Kim","sequence":"additional","affiliation":[{"name":"Graduate School of Convergence Science and Technology, Seoul National University, Suwon-si, Gyeonggi-do, Republic of Korea"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Tack","family":"Woo","sequence":"additional","affiliation":[{"name":"Digital Contents Department, College of Art & Design, Kyung Hee University, Yongin-si, Gyeonggi-do, Republic of Korea"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"179","published-online":{"date-parts":[[2015,1,23]]},"reference":[{"key":"bibr1-1555412014568789","doi-asserted-by":"publisher","DOI":"10.1162\/pres.1997.6.4.355"},{"key":"bibr2-1555412014568789","volume-title":"Comprehension and application of game based learning","author":"Baek Y.","year":"2006"},{"key":"bibr3-1555412014568789","volume-title":"Augmented reality in education","author":"Billinghurst M.","year":"2002"},{"key":"bibr4-1555412014568789","doi-asserted-by":"publisher","DOI":"10.1145\/1057792.1057803"},{"key":"bibr5-1555412014568789","doi-asserted-by":"publisher","DOI":"10.3102\/0013189X018001032"},{"key":"bibr6-1555412014568789","doi-asserted-by":"publisher","DOI":"10.1145\/1999030.1999033"},{"key":"bibr7-1555412014568789","doi-asserted-by":"publisher","DOI":"10.1145\/1810543.1810564"},{"key":"bibr8-1555412014568789","first-page":"1","author":"Cahill C.","year":"2011","journal-title":"Proceedings of the 10th Conference on Mobile and Contextual Learning Interaction Design and Children, Beijing, China"},{"key":"bibr9-1555412014568789","unstructured":"Can You See Me Now?\n                      . (2001\u20132006). [Computer software]. United Kingdom: Blast theory & the mixed reality lab. Retrieved June 13, 2013, from http:\/\/blasttheory.co.uk\/bt\/work_cysmn.html"},{"key":"bibr10-1555412014568789","volume-title":"The art of computer game design","author":"Crawford C.","year":"1984"},{"key":"bibr11-1555412014568789","doi-asserted-by":"publisher","DOI":"10.1177\/1555412006290443"},{"key":"bibr12-1555412014568789","volume-title":"Experience and education","author":"Dewey J.","year":"1952"},{"key":"bibr13-1555412014568789","unstructured":"Environmental Detectives\n                      . (2003). [Computer software]. Cambridge, MA: MIT Teacher Education Program & The Education Arcade. 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Retrieved February 6, 2013, from http:\/\/misc.si.umich.edu\/projects\/zydeco"}],"container-title":["Games and Culture"],"original-title":[],"language":"en","link":[{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/1555412014568789","content-type":"application\/pdf","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/full-xml\/10.1177\/1555412014568789","content-type":"application\/xml","content-version":"vor","intended-application":"text-mining"},{"URL":"https:\/\/journals.sagepub.com\/doi\/pdf\/10.1177\/1555412014568789","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2026,4,29]],"date-time":"2026-04-29T06:32:53Z","timestamp":1777444373000},"score":1,"resource":{"primary":{"URL":"https:\/\/journals.sagepub.com\/doi\/10.1177\/1555412014568789"}},"subtitle":["Mapping of Physical Space With Fantasy in Context-Based Learning Games"],"short-title":[],"issued":{"date-parts":[[2015,1,23]]},"references-count":51,"journal-issue":{"issue":"4","published-print":{"date-parts":[[2016,6]]}},"alternative-id":["10.1177\/1555412014568789"],"URL":"https:\/\/doi.org\/10.1177\/1555412014568789","relation":{},"ISSN":["1555-4120","1555-4139"],"issn-type":[{"value":"1555-4120","type":"print"},{"value":"1555-4139","type":"electronic"}],"subject":[],"published":{"date-parts":[[2015,1,23]]}}}