Save the Yummy Candyland: An Asymmetric Virtual Reality Game

Author:

Arendttorp Emilie Maria Nybo1ORCID,Winschiers-Theophilus Heike2ORCID,Itenge Helvi3ORCID,Skovfoged Milo Marsfeldt4

Affiliation:

1. Architecture, Design and Media Technology, Aalborg University, Denmark

2. Computer Science, Namibia University of Science and Technology, Namibia

3. TLU, Namibia University of Science and Technology, Namibia

4. Department of Architecture, Design, and Media Technology, Aalborg University, Denmark

Publisher

ACM

Reference46 articles.

1. Angeliki Antoniou , Marios Ilias Dejonai , and George Lepouras . 2019. ‘Museum Escape’: A Game to Increase Museum Visibility . In Games and Learning Alliance, Antonios Liapis, Georgios N. Yannakakis, Manuel Gentile, and Manuel Ninaus (Eds.). Vol. 1 1899 . Springer International Publishing , Cham, 342–350. https://doi.org/10.1007/978-3-030-34350-7_33 10.1007/978-3-030-34350-7_33 Angeliki Antoniou, Marios Ilias Dejonai, and George Lepouras. 2019. ‘Museum Escape’: A Game to Increase Museum Visibility. In Games and Learning Alliance, Antonios Liapis, Georgios N. Yannakakis, Manuel Gentile, and Manuel Ninaus (Eds.). Vol. 11899. Springer International Publishing, Cham, 342–350. https://doi.org/10.1007/978-3-030-34350-7_33

2. Jon Back , Svante Back , Emma Bexell , Stefan Stanisic , and Daniel Rosqvist . 2019 . The Quest: An Escape Room Inspired Interactive Museum Exhibition. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts ( Barcelona, Spain) (CHI PLAY ’19 Extended Abstracts). Association for Computing Machinery, New York, NY, USA, 81–86. https://doi.org/10.1145/3341215.3356987 10.1145/3341215.3356987 Jon Back, Svante Back, Emma Bexell, Stefan Stanisic, and Daniel Rosqvist. 2019. The Quest: An Escape Room Inspired Interactive Museum Exhibition. In Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (Barcelona, Spain) (CHI PLAY ’19 Extended Abstracts). Association for Computing Machinery, New York, NY, USA, 81–86. https://doi.org/10.1145/3341215.3356987

3. Frank Biocca and Ben Delaney . 1995. Immersive virtual reality technology. Communication in the age of virtual reality 15, 32 ( 1995 ), 10–5555. Frank Biocca and Ben Delaney. 1995. Immersive virtual reality technology. Communication in the age of virtual reality 15, 32 (1995), 10–5555.

4. Measuring emotion: The self-assessment manikin and the semantic differential

5. Jack  W Brehm . 1966. A theory of psychological reactance . Academic press . Jack W Brehm. 1966. A theory of psychological reactance.Academic press.

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