Search Results for pervasive-games

games , transreality games , ubiquitous games , urban games , and so on. The plethora of similar yet not identical labels illustrates not only that pervasive games are part of the zeitgeist, but the difficulty of grasping this new ...

Author: Markus Montola

Publisher: CRC Press

ISBN: 9780080889795

Category: Art

Page: 288

View: 405

Emerging quickly from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like conferences, museums, communities, cities, buildings or other non-traditional game venues...and game designers need to unde
2009-06-12 By Markus Montola

Ubiquitous availability and access, heterogeneous technologies and context-awareness together provide for the ubiquity or pervasiveness in pervasive games (Nieuwdorp, 2007; Dionisio et al., 2013; Abowd, 1999). 2.5.2 Ubiquitous Computing ...

Author: Kim J.L. Nevelsteen

Publisher: Springer

ISBN: 9783319176321

Category: Computers

Page: 66

View: 322

This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.
2015-05-08 By Kim J.L. Nevelsteen

Pervasive games extend this magic circle to the real world, exploring the context of the player (Montola, 2005; Montola et al., 2009). These games combine features of ubiquitous gaming and live role-playing games (Falk and Davenport, ...

Author: Carlos Vaz De Carvalho

Publisher: Frontiers Media SA

ISBN: 9782889669448

Category: Science


View: 263

2021-06-28 By Carlos Vaz De Carvalho

(2002) call them ubiquitous games, referring to electronic games that explore the possibilities of application of functionalities taken from ubiquitous computing. Schneidere Kortuem (2001) adopt the expression pervasive games to refer ...

Author: Firmino, Rodrigo J.

Publisher: IGI Global

ISBN: 9781609600532

Category: Business & Economics

Page: 406

View: 304

"This book investigates how a shift to a completely urban global world woven together by ubiquitous and mobile ICTs changes the ontological meaning of space, and how the use of these technologies challenges the social and political construction of territories and the cultural appropriation of places"--Provided by publisher.
2010-10-31 By Firmino, Rodrigo J.

ARGs are sometimes considered “pervasive games” or “ubiquitous games.” Both pervasive and ubiquitous concepts originate from the computing domain where they describe a full integration of Information Technologies (IT) devices into the ...

Author: Antero Garcia

Publisher: Bloomsbury Publishing USA

ISBN: 9781501316258

Category: Games & Activities

Page: 352

View: 694

Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.
2017-04-20 By Antero Garcia

Manhattan Story Mashup brings together many concepts from earlier pervasive games. It links the physical and virtual worlds, as the games described in [2], and engages the players in a collaborative and competitive effort of ...

Author: Anthony LaMarca

Publisher: Springer

ISBN: 9783540720379

Category: Computers

Page: 374

View: 678

This book constitutes the refereed proceedings of the 5th International Conference on Pervasive Computing, PERVASIVE 2007, held in Toronto, Canada in May 2007. The 21 revised full papers are organized in topical sections on reaching out, context and its application, security and privacy, understanding use, sensing, as well as finding and positioning.
2007-06-22 By Anthony LaMarca

'Pervasive Games' expand the magic circle into ordinary life and vice versa (Montola, Stenros, and Waern, 2009), expanding a game's space, time and social circle into ordinary life. 'Pervasive Games' have a large-scale presence, ...

Author: Marta Brković Dodig

Publisher: Routledge

ISBN: 9780429805707

Category: Architecture

Page: 258

View: 291

The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.
2019-12-13 By Marta Brković Dodig

By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatial theory and Pervasive Gaming practice, ...


Publisher: Yusuf Pisan

ISBN: 9781921166877

Category: Computer games

Page: 174

View: 490

2007 By

The main goals for this assignment were to suggest new and improved ICT-related design and suggest digital development tools and support for the chosen pervasive game concept. These 22 students were third year bachelor students of the ...

Author: Robin Munkvold and Line Kolås

Publisher: Academic Conferences and publishing limited

ISBN: 9781910810583

Category: Computers

Page: 826

View: 689


Arango-López, J., Collazos, C.A., Gutiérrez Vela, F.L., Castillo, L.F.: A systematic review of geolocated pervasive games: a perspective from game development methodologies, software metrics and linked open data.

Author: Álvaro Rocha

Publisher: Springer

ISBN: 9783319777122

Category: Technology & Engineering

Page: 1518

View: 375

This book includes a selection of papers from the 2018 World Conference on Information Systems and Technologies (WorldCIST'18), held in Naples, Italy on March27-29, 2018. WorldCIST is a global forum for researchers and practitioners to present and discuss recent results and innovations, current trends, professional experiences and the challenges of modern information systems and technologies research together with their technological development and applications. The main topics covered are: A) Information and Knowledge Management; B) Organizational Models and Information Systems; C) Software and Systems Modeling; D) Software Systems, Architectures, Applications and Tools; E) Multimedia Systems and Applications; F) Computer Networks, Mobility and Pervasive Systems; G) Intelligent and Decision Support Systems; H) Big Data Analytics and Applications; I) Human–Computer Interaction; J) Ethics, Computers & Security; K) Health Informatics; L) Information Technologies in Education; M) Information Technologies in Radiocommunications; N) Technologies for Biomedical Applications.
2018-03-24 By Álvaro Rocha

Pokémon GO: A Pervasive Game and Learning Community Gunver Majgaard1 and Lasse Juel Larsen2 1Mærsk Mc-Kinney Møller Institute, Embodied System for Robotics and Learning, University of Southern Denmark 2Department for the Study of ...


Publisher: Academic Conferences and publishing limited

ISBN: 9781911218579



View: 306

2017-10-05 By

12.6 Pervasive Gaming, Cultural Heritage and Tourism 12.6.1 FreshUp—Pervasive Gaming in a Campus Environment Authors: Wiebke Köhlmann, Raphael Zender, Ulrike Lucke Title: FreshUP Application areas: pervasive game, campus introduction ...

Author: Ralf Dörner

Publisher: Springer

ISBN: 9783319406121

Category: Computers

Page: 421

View: 640

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.
2016-08-25 By Ralf Dörner

Chapter 6: Design Aspects and Context Awareness in Pervasive Games This chapter explores pervasive games, a new type of digital games, which combine game and physical reality, introducing unprecedented research and design challenges for ...

Author: Guo, Bin

Publisher: IGI Global

ISBN: 9781466646964

Category: Computers

Page: 440

View: 829

The recent emergence and prevalence of social network applications, sensor equipped mobile devices, and the availability of large amounts of geo-referenced data have enabled the analysis of new context dimensions that involve individual, social, and urban context. Creating Personal, Social, and Urban Awareness through Pervasive Computing provides an overview of the theories, techniques, and practical applications related to the three dimensions of context awareness. Through the exploration of emerging research trends of pervasive computing, this book is beneficial to professors, students, researchers, and developers interested this latest development in the field of context-awareness and pervasive computing.
2013-10-31 By Guo, Bin

Master's Thesis from the year 2008 in the subject Computer Science - Internet, New Technologies, grade: 1.9, University of Applied Sciences Bremen (Fraunhofer Institute for Open Communication Systems (Focus)), course: master thesis, 38 ...

Author: Amjad Saleem


ISBN: 3640227182


Page: 112

View: 583

Master's Thesis from the year 2008 in the subject Computer Science - Internet, New Technologies, grade: 1.9, University of Applied Sciences Bremen (Fraunhofer Institute for Open Communication Systems (Focus)), course: master thesis, 38 entries in the bibliography, language: English, abstract: Pervasive games use pervasive technology to create new possibilities for entertainment in the real world. The emergence of pervasive technology created a world that is filled with ubiquitous computing devices. These devices are available everywhere, every time in the physical world. The omnipresence of computing devices brought many possibilities to design innovative games those can be played socially with the help of technology. Game designers define game rules, competitions, and goals to create a temporary social community to provide fun and entertainment. The digital world executes game rules, or game logic, according to behaviors of the game participants and the game logic reacts to the participants. Pervasive games can be designed to enable mobility, interaction in the physical world with other players, and to accomplish the game missions through the real world activities. The freedom for mobility and social interactions also bring many possibilities to enhance the overall gaming experience. Pervasive games are consisting of two different worlds; the physical world and the virtual world, or digital world, which should be coincided to play the game. The digital world contains digital devices and software components, which are responsible to execute the game mechanics. On the other hand, the physical world is the playground to play the game that consists of physical artifacts. The virtual world uses information about the physical world to execute the game mechanics. Therefore, the up-to-date information about the game entities should be provided to the virtual world to validate the information against the game rules. The information about game artifacts in pervasive games
2008 By Amjad Saleem

According to Thomas [9], pervasive learning games are important primarily because they entail social processes that connect learners with communities of devices, people, and real learning situations. We are exploring this new game ...

Author: Yvonne de Kort

Publisher: Springer

ISBN: 9783540770060

Category: Computers

Page: 316

View: 725

This book constitutes the thoroughly refereed post-proceedings of the Second International Conference on Persuasive Technology for Human Well-Being, PERSUASIVE 2007, held in Palo Alto, CA, USA, in April 2007. The 37 revised full papers presented were carefully reviewed and selected from numerous submissions for inclusion in the book. The papers are organized in topical sections and cover a broad range of subjects.
2007-11-24 By Yvonne de Kort

A school's technology resources must also be considered, as pervasive games generally require and are greatly enhanced by access to computers, mobile devices, wifi-enabled devices, and other communications platforms.

Author: Karen Schrier Shaenfeld


ISBN: 9781329703568

Category: Education

Page: 280

View: 117

The Learning, Education & Games book series is perfect for any educator or developer seeking an introduction to research-driven best practices for using and designing games for learning.This volume, Bringing Games into Educational Contexts, delves into thechallenges of creating games and implementing them in educational settings. This book covers relevant issues such as gamification, curriculum development, using games to support ASD (autism spectrum disorder) students, choosing games for the classroom and library, homeschooling and gameschooling, working with parents and policymakers, and choosing tools for educational game development. Learning, Education & Games: Bringing Games into Educational Contexts is the second in a serieswritten and edited bymembers of the Learning, Education, and Games (LEG) special interestgroup of the IGDA (International Game Developers Association)."
2016-04-10 By Karen Schrier Shaenfeld

Player Feedback Evaluation: Indicating Mass Public Potential for Pervasive Games Ivo Flammer1, Chen Yan1, Wolf Ka2,1, August Flammer3, Jean-Paul Cheung5,1, and Romain Pellerin4,5 1 XiLabs, Urban Game Studio, 12 rue Vivienne, ...

Author: Stéphane Natkin

Publisher: Springer

ISBN: 9783642040528

Category: Computers

Page: 344

View: 613

This book constitutes the thoroughly refereed proceedings of the 8th International Conference on Entertainment Computing, ICEC 2009, held in Paris, France, in September 2009, under the auspices of IFIP. The 14 revised long papers, 19 short papers and 23 poster papers and demos presented were carefully reviewed and selected from 105 submissions for inclusion in the book. The papers cover all main domains of entertainment computing, from interactive music to games, taking a wide range of scientific domains from aesthetic to computer science.
2009-08-28 By Stéphane Natkin

Games such as pervasive and social games alter the way players play video games and bring up new aspects that need to be covered in game evaluations. For example, in pervasive games, the utilization of context information in the game ...

Author: Anders Drachen

Publisher: Oxford University Press

ISBN: 9780198794844

Category: Computers

Page: 560

View: 906

Games User Research' is the definitive guide to methods and practices for games user professionals, researchers and students seeking additional expertise or starting advice in the game development industry. It is the go-to volume for everyone working with games, with an emphasis on those new to the field.
2018-01-25 By Anders Drachen

9th International Conference, Pervasive 2011, San Francisco, USA, June 12-15, 2011. Proceedings Kent Lyons, Jeffrey Hightower, Elaine M. Huang ... In: 2nd Workshop on Network and System Support for Games, CA, USA, pp. 91–100 (2003) 9.

Author: Kent Lyons

Publisher: Springer

ISBN: 9783642217265

Category: Computers

Page: 370

View: 267

This book constitutes the refereed proceedings of the 9th International Conference on Pervasive Computing, Pervasive 2011, held in San Francisco, USA, in June 2011. The 19 revised full papers and three short papers presented were carefully reviewed and selected from 93 submissions. The contributions are grouped into the following topical sections: practices with smartphones; sensing at home, sensing at work; predicting the future; location sensing; augmenting mobile phone use; pervasive computing in the public arena; public displays; hands on with sensing; sensing on the body.
2011-06-03 By Kent Lyons

Live Role-Playing Games: Implications for Pervasive Gaming Jennica Falk1 and Glorianna Davenport2 1 PLAY ... Live role-playing (LRP) games stand as powerful metaphorical models for the various digital and ubiquitous forms of ...

Author: Matthias Rauterberg

Publisher: Springer

ISBN: 9783540286431

Category: Computers

Page: 617

View: 105

The advancement of information and communication technologies (ICT) has enabled broad use of ICT and facilitated the use of ICT in the private and personal domain. ICT-related industries are directing their business targets to home applications. Among these applications, entertainment will differentiate ICT applications in the private and personal market from the of?ce. Comprehensive research and development on ICT - plications for entertainment will be different for the promotion of ICT use in the home and other places for leisure. So far engineering research and development on enterta- ment has never been really established in the academic communities. On the other hand entertainment-related industries such as the video and computer game industries have been growing rapidly in the last 10 years, and today the entertainment computing bu- ness outperforms the turnover of the movie industry. Entertainment robots are drawing theattentionofyoungpeople. TheeventcalledRoboCuphasbeenincreasingthenumber of participants year by year. Entertainment technologies cover a broad range of pr- ucts and services: movies, music, TV (including upcoming interactive TV), VCR, VoD (including music on demand), computer games, game consoles, video arcades, g- bling machines, the Internet (e. g. , chat rooms, board and card games, MUD), intelligent toys, edutainment, simulations, sport, theme parks, virtual reality, and upcoming service robots. The?eldofentertainmentcomputingfocusesonusers’growinguseofentertainment technologies at work, in school and at home, and the impact of this technology on their behavior. Nearly every working and living place has computers, and over two-thirds of childreninindustrializedcountrieshavecomputersintheirhomesaswell.
2004-08-04 By Matthias Rauterberg