Koivisto, AnttiKetamo, HarriHammais, Eero2025-09-242025-09-242014Broll, G., Graebsch, R., Holleis, P. & Wagner, M. (2010).Touch to play: mobile gaming with dynamic, NFC-based physical user interfaces. In Proceedings of the 12th international conference on Human computer interaction with mobile devices and services, MobileHCI '10, September 2010, Lisboa, Portugal, . pp. 459-462. Csikszentmihalyi, M., (1991). Flow: The Psychology of Optimal Experience. New York: Harper Perennial. Garrido, P.C., Miraz, G.M., Ruiz, I.L. & Gomez-Nieto, M.A. (2011). Use of NFC-based Pervasive Games for Encouraging Learning and Student Motivation. Near Field Communication (NFC), 2011 3rd International Workshop on, IEEE 2011, pp. 32-37. Greenfield, P.M. (2009). Technology and Informal Education: What Is Taught, What Is Learned. Science 2 January 2009, Vol323(5910), pp. 69-71. Kiili, K. & Ketamo, H. (2007). Exploring the Learning Mechanism in Educational Games. Journal of Computing and Information Technology, vol. 15(4), pp. 319-324. Nandwani, A. Coulton, P. & Edwards, R. (2011). NFC Mobile Parlor Games Enabling Direct Player to Player Interaction. In proceedings of Near Field Communication (NFC), 2011 3rd International Workshop on Near Field Communication, 22 February 2011, Hagenberg, Austria, pp. 21-25. Rashid, O. Coulton, P. Edwards, R. & Bamford, W. (2006). Utilising RFID for mixed reality mobile games. In proceedings of Consumer Electronics, 2006. ICCE '06. 2006 Digest of Technical Papers. International Conference on, IEEE 2006, pp. 459-460. Sánchez, I., Cortés, M., Riekki, J. & Oja, M. (2011). NFC-based interactive learning environments for children. In Proceedings of the 10th International Conference on Interaction Design and Children, IDC '11, June 20-23, 2011, Ann Arbor, Michigan, USA, pp. 205-208. Vajk, T., Coulton, P., Bamford, B. & Edwards, R. (2008). Using a Mobile Phone as a “Wii-like” Controller for Playing Games on a Large Public Display. International Journal of Computer Games Technology Volume 2008, Article ID 539078, 6 pages.https://repository.ifla.org/handle/20.500.14598/5297In many countries, people are worried about kids’ reading habits. Furthermore, many people thinks TVs and games takes hours away from reading and decreases not only kids reading skills, but especially their imagination. We can not claim that such phenomena does not exist, but games are the new form of storytelling and social interaction for younger generations. Literature, imagination and finally learning itself has always been about storytelling and social interaction. We should use that fact to build motivation around literacy and reading. This paper describes a Near Field Communication (NFC) based multiplayer mixed reality game “The Literature Race” that motivates the children to find information about books, apply that information in teams to solve the challenges in the game and finally get familiar with libraries. According to our pilot studies the game concept is engaging and motivating.engAttribution 3.0 Unportedhttps://creativecommons.org/licenses/by/3.0/Combining the Dimensions of Written and Digital Media in a NFC-based Non-linear Adventure Game for ChildrenArticlehttp://conference.ifla.org/ifla80/open accessNFCgames based learningreadinglibrarychildren