Results 211 to 220 of about 5,914 (260)
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Hierarchies of pervasive games by storyboarding
2013 IEEE International Games Innovation Conference (IGIC), 2013Pervasive 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
exaly +2 more sources
Computers in Entertainment, 2005
This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and ...
Adrian David Cheok +2 more
exaly +2 more sources
This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and ...
Adrian David Cheok +2 more
exaly +2 more sources
Proceedings of the 2008 Euro American Conference on Telematics and Information Systems, 2008
The paper analyzes how pervasive games can be used for an efficient transfer of knowledge at universities. Pervasive games provide an innovative game model that combines the real world with the virtual world. In this instance, the game concept is used in conjunction with mobile phones as a means of interaction and communication enabler to support ...
Christian Kittl, Otto Petrovic
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The paper analyzes how pervasive games can be used for an efficient transfer of knowledge at universities. Pervasive games provide an innovative game model that combines the real world with the virtual world. In this instance, the game concept is used in conjunction with mobile phones as a means of interaction and communication enabler to support ...
Christian Kittl, Otto Petrovic
openaire +1 more source
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2009Pervasive and location-based games are played in the real world rather than on the screen of a computer or mobile device. This makes them difficult to study. Since players move around it is difficult to observe them, while at the same time many of the central game activities cannot be monitored simply through logs of device interaction. In our project,
Annika Waern +2 more
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The art of game-mastering pervasive games
Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology, 2008Pervasive Games can benefit greatly from being game-mastered rather than fully automatic. However, game-mastering pervasive games is not a simple task neither from a technical nor a game design perspective.In this article we discuss some of the core issues for pervasive game mastering based on two example games.
Staffan Jonsson, Annika Waern
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Paper prototyping a pervasive game
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, 2006We 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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Pervasive games in ludic society
Proceedings of the 2007 conference on Future Play - Future Play '07, 2007In 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, 2014Abstract 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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Computers in Entertainment, 2007
Player enjoyment is perhaps the most important issue in successful game design, but so far it has not been addressed in the area of pervasive games. Departing from the general gameflow model, this article presents an initial outline for a new model of pervasive player enjoyment, that is, the pervasive gameflow model, which is described and discussed in
openaire +1 more source
Player enjoyment is perhaps the most important issue in successful game design, but so far it has not been addressed in the area of pervasive games. Departing from the general gameflow model, this article presents an initial outline for a new model of pervasive player enjoyment, that is, the pervasive gameflow model, which is described and discussed in
openaire +1 more source

