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Paper prototyping a pervasive game

Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, 2006
We have evaluated a game called Garden of Earthly Delights (or GED) with a paper prototype and players. GED is a concept for the extension of conventional Massively Multiplayer Online Role-Playing Game (MMORPG) mechanics to integrate pervasive, mobile, and location-based play. A pervasive game can be defined as "a game that is always present, available
Elina M. I. Koivisto, Mirjam Eladhari
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Hierarchies of pervasive games by storyboarding

2013 IEEE International Games Innovation Conference (IGIC), 2013
Pervasive games form a problematic digital games category. On the one hand, they appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of game contents by direct access to reality.
Oksana Arnold   +2 more
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Pervasive games in ludic society

Proceedings of the 2007 conference on Future Play - Future Play '07, 2007
In this paper we chart how pervasive games emerge from the intersection of two long-standing cultural trends, the increasing blurring of fact and fiction in media culture, and the movements struggling over public space. During the past few decades a third trend has given a new meaning to media fabrication and street cultures: the rise of ludus in the ...
Jaakko Stenros   +2 more
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Casual games with a pervasive twist

Entertainment Computing, 2014
Abstract In this paper we present proposals for including real world elements in games taking into account the profile of casual players. Several real world elements can be utilized so that the fictional game world merges with reality. We focused on sound, video, physiological data, accelerometer data, weather and the player’s location.
Sofia Reis, Nuno Correia 0001
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Pervasive Gaming in the Everyday World

IEEE Pervasive Computing, 2006
In this paper, we've made an initial attempt to explore the three dimensions of pervasive game play in the context of people's everyday life. Using an advanced prototype of SupaFly, a pervasive game developed by the former company It's Alive (now part of Daydream), we've evaluated how people perceive and play the game in normal, everyday settings.
Kalle Jegers, Mikael Wiberg
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A platform for pervasive games for research

Proceedings of the 15th International Conference on Mobile and Ubiquitous Multimedia, 2016
Pervasive games take advantage of ubiquitous infrastructure of our urban environment. Their architecture can be complex. We have begun to develop a platform that makes it possible to create pervasive games from a simple location based mobile game to a complex pervasive live action role playing game.
Alavesa Paula   +2 more
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Combining Storytelling Tradition and Pervasive Gaming

2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), 2013
In recent years storytelling has gone through various attempts of renaissance, thanks to a recreational storytelling revivalist movement, which has not been largely successful. Pervasive gaming is an all-encompassing branch in gaming and has the potential to reach a large amount of people.
Alavesa Paula, Zanni Daniele
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Designing Pervasive Games for Learning

2011
Pervasive games have been proposed as a suitable way to support learning, especially in places rich in information, as for example museums and cultural heritage sites. This paper reports on the work performed to identify guidelines that help designers in developing games able to provide an effective learning experience in such contexts. Such guidelines
Carmelo Ardito   +6 more
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Pervasive games

Proceedings of the XVIII International Conference on Human Computer Interaction, 2017
The evolution of technologies has allowed that every day more and more games are available on our mobile devices. These games have evolved in many ways depending on their field of application. Thus, one of those kinds of games is pervasive games (PG).
Jeferson Arango-López   +5 more
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Reflections on the methodology of pervasive gaming

Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology, 2005
The paper introduces four axes of pervasive gaming (PG): mobility, distribution, persistence, and transmediality. Further, it describes and analyses three key units of PG (rules, entities, and mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information embedded space, and accessibility space.
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