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“Lands of Fog” is presented at the CCCB within the framework of “GAMEPLAY”, as an example of “serious gaming” designed to improve our society

(Original text from UPF news here)

Lands of Fog”, as an example of “serious gaming”, is participating in the exhibition “GAMEPLAY: Video game cultureinaugurated  today, 18 December at the Centre de Cultura Contemporània de Barcelona (CCCB), and will remain on display until 3 May 2020.

An interactive experience for children with Autism Spectrum Disorder, developed at the FuBIntLab of the Department of Information and Communication Technologies (DTIC) under the guidance of Narcís Parés, principal investigator.

The curators of GAMEPLAY are: Jérôme Nguyen, master from the Eberhard Karls Universität, Tübingen (Germany), an expert in communication sciences and ludologist; and Óliver Pérez Latorre, doctor of Social Communication from UPF and a bachelor in Audiovisual Communication. Professor of Audiovisual Communication and Advertising and Public Relations at UPF.

“Lands of Fog,” an interactive, face-to-face, full-body experience

The project consists of an interactive, face-to-face, full-body Mixed Reality (MR) experience, which was designed to encourage the emergence of social initiation behaviour in children with autism spectrum disorder while playing with children without the disorder. “Lands of Fog” is presented at “GAMEPLAY”, as an example of “serious gaming” designed to improve our society.

“Lands of Fog” arose from the project funded by RecerCaixa: ”Integration of children with autism to society through ICT: IN-AUTIS-TIC” (2013), led by Narcís Parés, a professor with the DTIC at UPF and researcher of the Full-Body Interaction Lab (FuBIntLab), whose research deals with the potential of full-body interaction, within UPF’s Cognitive Media Technologies (CMTech) research group.

A space for playing and reflection on video game culture

“Gameplay” journeys to the origins of video games, analyses the language of video games and highlights the impact they have had on both popular digital culture and on art and society. The exhibition is designed as a space for playing and reflection where we can play and (re)discover the video game culture.

From 19 December to 3 May, the public in attendance will find 28 game points, from the first recreational and historical computer games to new, immersive proposals, “Gameplay”. The exhibition is designed as a display for playing while understanding and enjoying video game culture from a critical stance.

Related contents

Oliver Pérez Latorre (2019), “Crossroads of the contemporary video game”, 11 December, CCCB.