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There are currently a number of models, frameworks and methodologies for serious games analysis and design that provide useful interpretations of the possibilities and limitations offered by serious games. However, these tools focus mostly on high-level aspects and requirements and do not help understand how such high-level requirements can be concretely(More)
Today games are increasingly recognized not only for their entertainment value, but also for their positive impact on social interaction, educational potential, technical interests, publicity and economical power. A new game genre of pervasive games extends a virtual game world into the real world environment, allowing players to move seamlessly from one to(More)
A Pervasive Learning Space (PLS) uses context-awareness to link a virtual world with real world objects. We define viability as the extent to which a given PLS can be adapted to different purposes, and portability to be the extent to which a given PLS can be transferred to a new physical context. Heroes of Koskenniska is a game-based PLS combining mobile(More)
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In many parts of Africa the application of information and communication technologies (ICTs) in higher education institutions offers a particularly interesting research problem. This is because of the far-reaching consequences that information and communication technology (ICT) services and education have on the university graduates during their careers in(More)
In human culture, storytelling is a long-established tradition. The reasons people tell stories are manifold: to entertain, to transfer knowledge between generations, to maintain cultural heritage, or to warn others of dangers. With the emergence of the digitisation of media, many new possibilities to tell stories in serious and non-entertainment contexts(More)