
Afectos en la ciudad mediada por la tecnología. El papel de los juegos de realidad aumentada en la infancia y el sentido de apego al lugar
Resumen
Palabras clave
Referencias
AGAEL, F., ÖZER, Ö. (2017) Human perception in the libyan built environment: Al- Khums and Bani Walid cities as case studies. Archnet-IJAR: International Journal of Architectural Research, vol. 11, no. 2, pp. 157-174. https://doi.org/10.26687/archnet-ijar.v11i2.1242
ALBINO, V., BERARDI, U., DANGELICO, R.M. (2015) Smart Cities: Definitions, dimensions, performance, and initiatives. Journal of Urban Technology, vol. 22, no. 1, pp. 3-21. ISSN 1063-0732. https://doi.org/10.1080/10630732.2014.942092
ALTMAN I., SETHA, M.L. (eds.), Place Attachment. New York: Springer. ISBN 9781468487558 https://doi.org/10.1007/978-1-4684-8753-4
AMINE, M. (2018) Place attachment process and its influence on neighborhood park utilization in putrajaya, malaysia. Universiti Putra Malaysia. http://psasir.upm.edu.my/id/eprint/68628/1/FRSB 2018 3 IR.pdf
ARISO, J.M. (2017) Is Critical Thinking Particularly Necessary when Using Augmented Reality in KnowledgeSociety? An Introductory Paradox. En: J.M.
ARISO (ed.), Augmented Reality. Berlin: Walter de Gruyter GmbH, pp. 3-21. ISBN 9783110497007. https://doi.org/10.1515/9783110497656-001
AZIZ, N.F. y SAID, I. (2016) Outdoor environments as children's play spaces: playground affordances. En: B. EVANS, J. HORTON y T. SKELTON (eds.), Play and Recreation, Health and Wellbeing. Singapore: Springer, pp. 87-108. ISBN 9789814585514. https://doi.org/10.1007/978-981-4585-51-4_7
AUSTRALASIAN LEISURE MANAGEMENT (2017) Magical Park technology creates digital fantasy playgrounds [Consulta: 2 noviembre 2020]. https://www.ausleisure.com.au/news/magical-park-technology-creates-digital-fantasy-playgrounds/
BAMESBERGER, C. (2020) Engaging reality: Examining how mixed reality mobile apps and games facilitate sense of place development for a more engaged citizenry. Colorado State University.
BASSIOUNI, D.H. y HACKLEY, C. (2016) Young consumers Video games and young children's evolving sense of identity: a qualitative study. Young Consumers, vol. 17, no. 2, pp. 127-142. https://doi.org/10.1108/YC-08-2015-00551
BIDERMANN, A., CALABRESE, F., GIRARDIN, F., KLOECKL, K., RATTI, C. y RESCH, B. (2007) Wikicity Rome [Consulta: 19 julio 2022] https://senseable.mit.edu/wikicity/rome/
BOURKE, J. (2012) Standing in the footprints of the contemporary urban child: Constructing a sense of place along the everyday urban routes children walk through public space. Technological University Dublin. http://arrow.dit.ie/appadoc.
BRĖDIKYTĖ, M. (2011) The zones of proximal development in children's play. Finland: University Of Oulu.
CHAWLA, L. (1992) Childhood Place Attachments. En: I. ALTMAN y M.L. SETHA (eds.), Place Attachment. New York: Springer, pp. 63-86. ISBN 9781468487558 https://doi.org/10.1007/978-1-4684-8753-4_4
CHEN, Y., ZHOU, D., WANG, Y. y YU, J. (2017). Application of Augmented Reality for early childhood english teaching. International Symposium on Educational Technology. Hong Kong: IEEE, pp. 111-115. ISBN 9781509030316. https://doi.org/10.1109/ISET.2017.34
COMMON SENSE MEDIA (2019). Kid reviews for Minecraft Earth. [Consulta: 12 diciembre 2021]. https://www.commonsensemedia.org/app-reviews/minecraft-earth/user-reviews/child
DUZENLI, T., ALPAK, E.M. y YILMAZ, S. (2019). Children's imaginations about environment and their perceptions on environmental problems. Fresenius Environmental Bulletin, vol. 28, no. 12, pp. 9798-9808.
EPIC GAMES (2017) Fortnite. Epic Games. https://www.epicgames.com/fortnite
GEO AR GAMES (2017). MAGICAL PARK 2 PROMO 2017 [Video]. YouTube [Consulta: 12 diciembre 2021]. https://www.youtube.com/watch?v=4-ISZ1g9GvU
GEO AR GAMES (2018). Magical Park at the school [Video]. YouTube [Consulta: 12 diciembre 2021]. https://www.youtube.com/watch?v=dQNIlmkh9VU&t=10s
GEO AR GAMES LTD (2015). Magical Park Geo AR Games Ltd. [Consulta: 21 julio 2022]. https://www.geoargames.com/updates-magical-park
GEOCACHING (2016). Kids Explain Geocaching [Video] 27 junio 2016. [Consulta: 12 diciembre 2021]. https://www.youtube.com/watch?v=CwjlnXj8R-0
GOSPODINI, A., GALANI, V. (2006) Street space as playground: Investigating children's choices. International Journal of Sustainable Development and Planning, vol. 1, no. 3, pp. 353-362. ISSN 17437601. https://doi.org/10.2495/SDP-V1-N3-353-362
GREEN, N. y TURNER, M. (2017) Creating Children's Spaces, Children Co-Creating Place. Journal of Childhood Studies, vol. 42, no. 3, pp. 27-39. ISSN 2371-4107. https://doi.org/10.18357/jcs.v42i3.17892
GROUNDSPEAK, I. (2000) Geocaching. Groundspeak, Inc. [Consulta: 21 julio 2022]. https://www.geocaching.com
HAMMAD, A., SRIVASTAVA, G. (2017). Augmented Reality: A review. International Journal of Technical Research and Applications, 42, pp. 7-11. e-ISSN: 2320-8163. https://www.ijtra.com/special-issue-view.php?paper=augmented-reality-a-review.pdf
HANDLYKKEN, A.K. (2012) Digital Cities in the making: exploring perceptions of space, agency of actors and heterotopia. CIBERLEGENDA, vol. 25, pp. 22-37. https://doi.org/10.22409/c-legenda.v0i25.26229
SHELTON, B.E., HEDLEY, N.R. (2004) Exploring a cognitive basis for learning spatial relationships with Augmented Reality. Technology, Instruction, Cognition and Learning, vol. 1, no. 4, pp. 323-357. https://digitalcommons.usu.edu/itls_facpub/92/
IHAMAKI, P. (2015) User experience of Geocaching and its application to tourism and education. University of Turku.
IRVING, M. (2019) Minecraft Earth builds on the real world with augmented reality. [Consulta: 2 noviembre 2020]. https://newatlas.com/minecraft-earth-
augmented-reality-mobile-game/59750/
ISHIDA, T. (2000) Understanding Digital Cities. En: G. GOOS, J. HARTMANIS y J. van LEEUWEN (eds.), Digital Cities Technologies, Experiences, and Future perspectives. Berlin: Springer, pp. 7-17. ISBN 3540672656. https://doi.org/10.1007/3-540-46422-0
JACOBS, J. (1961) The death and life of great American Cities. New York: Random House. ISBN 0394421590
KELLERT, S.R. (2002) Experiencing Nature: Affective, Cognitive, and Evaluative Development in Children. En: P.H. KAHN y S.R. KELLERT (eds.), Children and Nature: Psychological, Sociocultural, and Evolutionary investigations. Cambridge, Massachusetts: s.n., pp. 117-151. https://doi.org/10.7551/mitpress/1807.003.0006
KIM, H.J., OH, S., PARK, S., BAEK, M.C. y KIM, K. (2017). Children ' s play in urban interstitial spaces: Cities shared via playgrounds. UIA 2017 Seoul World Architects Congress. SEOUL: UIA 2017 SEOUL, pp. P-0767. http://www.uia2017seoul.org/P/papers/Abstract/Design_Works/Poster/P-0767.pdf
KONCA, A.S. (2021) Digital technology usage of young children: Screen time and families. Early Childhood Education Journal. ISSN 1573-1707. https://doi.org/10.1007/s10643-021-01245-7
KROSSBAKKEN, E., TORSHEIM, T., MENTZONI, R.A., KING, D.L., BJORVATN, B., LORVIK, I.M. y PALLESEN, S. (2018) The effectiveness of a parental guide for prevention of problematic video gaming in children: A public health randomized controlled intervention study. Journal of Behavioral Addictions, vol. 7, no. 1, pp. 1-10. ISSN 20635303. https://doi.org/10.1556/2006.6.2017.087
KUDRIAVTSEV, V.T.1(1997) Smysl chelovecheskogo detstva i psihicheskoe razvitie rebionka [The sense of human childhood and mental development of children]. Moscow: house URAO.
LI YING, J., VANHAVERBEKE, W. y SCHOENMAKERS, W. (2008) Exploration and exploitation in innovation: reframing interpretation. Creativity and Innovation Management, vol. 17, no. 2, pp. 107-126. https://doi.org/10.1111/j.1467-8691.2008.00477.x
LIDÓN DE MIGUEL, M. (2015) Aldo van Eyck y el concepto In-between: aplicación en el Orfanato de Amsterdam. Universitat Politecnica De Valencia. https://m.riunet.upv.es/handle/10251/55348
LUUSUA, A. (2016) Experiencing and evaluating digital augmentation of public urban spaces. University of Oulu.
LYNCH, K. (1977) Growing up in cities: Studies of the spatial environment of adolescence in Cracow, Melbourne, Mexico City, Salta, Toluca, and Warszawa. Paris: UNESCO. ISBN 92-3-101443-9.
MANOVICH, L. (2006) The poetics of augmented space. Visual communication, vol. 5, no. 2, pp. 219-240. https://doi.org/10.1177/1470357206065527
MASHRAH, H.T. (2017) The impact of adopting and using technology by children. Journal of Education and Learning, vol. 11, no. 1, pp. 35-40. https://doi.org/10.11591/edulearn.v11i1.5588
MCNAMARA, J. (2004) Geocaching for Dummies. Indianapolis, Indiana: Wiley Publishing. ISBN 3175723993.
METIN, P. (2003) The effects of traditional playground equipment design in children's developmental needs. The Middle East technical university. https://etd.lib.metu.edu.tr/upload/1213727/index.pdf
MOHAMMAD HOSEINI, P., HASHEMNEZHAD, H. y HEIDARI, A.A. (2013) Sense of place and place attachment. International Journal of Architecture and Urban Development, vol. 3, no. 1, pp. 5-12. https://ijaud.srbiau.ac.ir/article_581_a90b5ac919ddc57e6743d8ce32d19741.pdf
MOJANG STUDIOS (2020). Minecraft Earth FAQs - Home. [Consulta: 5 noviembre 2020]. https://help.minecraft.net/hc/en-us/articles/360033744412-Minecraft-Earth-FAQs
MOJANG STUDIOS (2019). Minecraft Earth llega a su fin. 17 octubre 2019. Xbox Game Studios. [Consulta: 20 julio 2022]. https://www.minecraft.net/es-es/article/minecraft-earth-coming-end
MONCADA JIMÉNEZ, J. ARAYA CHACÓN, Y. (2012) Vista de El efecto de los videojuegos en variables sociales, psicológicas y fisiológicas en niños y adolescentes. Retos. vol. 21, pp. 43-49. https://doi.org/10.47197/retos.v0i21.34603
NAJAFI, M. y BIN MOHD SHARIFF, M. (2011) The concept of place and sense of place in architectural studies. World Academy of Science, Engineering and Technology, vol. 56, pp. 1100-1106. http://dx.doi.org/10.5281/zenodo.1082223
NIANTIC, I. (2016) PokemonGo. Niantic. [Consulta: 20 julio 2022]. https://www.pokemon.com/es/
NIJHOLT, A. (2017) Towards Playful and Playable Cities. En: A. NIJHOLT (ed.), Playable cities. The city as a digital playground. Singapore: Springer Nature, pp. 1-20. ISBN 9789811019616. https://doi.org/10.1007/978-981-10-1962-3_1
NOORADDIN, H. (2020) Children city architecture. Advances in social sciences research, vol. 7, no. 7, pp. 768-796. https://doi.org/10.14738/assrj.77.8722
NORBERG SCHULZ, C. (1966) Intentions in Architecture. Oslo, Norway: MIT Press. ISBN 9780262140041
NOVITA, D. y SURYANI, E. (2019) Smart city on public perception. IOP Conference Series: Earth and Environmental Science, vol. 248, no. 1. ISSN 17551315. https://doi.org/10.1088/1755-1315/248/1/012081
O'HARA, K. (2008) Understanding geocaching practices and motivations. Conference on Human Factors in Computing Systems. Florence Italy: Association for Computing Machinery, pp. 1177-1186. ISBN 9781605580111. https://doi.org/10.1145/1357054.1357239
OLEKSY, T. y WNUK, A. (2017) Catch them all and increase your place attachment! The role of location-based augmented reality games in changing people - place relations. Computers in Human Behavior, vol. 76, pp. 3-8. ISSN 0747-5632. https://doi.org/10.1016/j.chb.2017.06.008
PARMAKSIZ, Z.G. (2017) Augmented Reality activities for children: A comparative analysis on understanding geometric shapes and improving spatial skills. Middle East Technical University.
QABSHOQA, M. (2018) Virtual place-making - The re-discovery of architectural places through augmented play A playful emergence between the real and unreal. En: A. KĘPCZYŃSKA-WALCZAK y S. BIAŁKOWSK (eds.), eCAADe 2018 Computing for a better tomorrow. Łódź, Poland: eCAADe, pp. 451-458. https://doi.org/10.52842/conf.ecaade.2018.1.451
ROCHE, S., NABIAN, N., KLOECKL, K. y RATTI, C. (2012). Are 'Smart Cities' Smart Enough? En: A. RAJABIFARD y D. COLEMAN (eds.), Spatially Enabling Government, Industry and Citizens: Research Development and Perspectives. Needham, MA, USA: GSDI Association Press, pp. 215-236. ISBN 978-0-9852444-0-8. https://rest.neptune-prod.its.unimelb.edu.au/server/api/core/bitstreams/00f9d44f-50f8-5344-9934-d366791dc8f0/content
ROIG SEGOVIA, E. (2014) Heightened environment imperative for informational digital ecology of the architectural. Madrid: Universidad Politécnica de Madrid.
SANCAR, F.H. y SEVERCAN, Y.C. (2010) Children's places: Rural-urban comparisons using participatory photography in the Bodrum peninsula, Turkey. Journal of Urban Design, vol. 15, no. 3, pp. 293-324. ISSN 13574809. https://doi.org/10.1080/13574809.2010.487808
SCHWARTZ, R. y HALEGOUA, G.R. (2015) The spatial self: Location-based identity performance on social media. New media & society, vol. 17, no. 10, pp. 1643-1660. https://doi.org/10.1177/1461444814531364
SOBEL, D. (2002) Children’s special places: Exploring the roles of forts, dens, and bush houses in middle childhood. Detroit: Wayne State University Press. ISBN 0814330266
SULAIMAN, N. y IBRAHIM, F.I. (2019) Children in Urban Space: An Overview. 9th Asia Pacific International Conference on Environment-Behaviour Studies. Lisbon: e-IPH Ltd., pp. 9-13. https://doi.org/10.21834/e-bpj.v4i11.1734
UJANG, N. y ZAKARIYA, K. (2018) Place attachment as indicator for place significance and value. Asian Journal of Behavioural Studies, vol. 3, no. 10, pp. 95-103. ISSN 2398-4295. https://doi.org/10.21834/ajbes.v3i10.84
UMOJA WA MATAIFA (2022). 68% of the world population projected to live in urban areas by 2050, says UN | Umoja wa Mataifa. [Consulta: 17 julio 2022]. https://www.un.org/sw/desa/68-world-population-projected-live-urban-areas-2050-says-un
VATERLAUS, J. (2012) Late adolescents' perceptions of a digital generation gap and perceived parent-child relations. Utah State University. https://digitalcommons.usu.edu/etd
WHEATLEY, K. (2014) Visual regimes & Virtual becomings: The production of (Augmented) space in the 'New Berlin'. Victoria University of Wellington.
DOI: https://doi.org/10.14198/I2.22121
Copyright (c) 2022 Yasaman Nekoui, Eduardo Roig

Este obra está bajo una licencia de Creative Commons Reconocimiento 4.0 Internacional.