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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
openaire   +1 more source

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
openaire   +1 more source

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
openaire   +1 more source

FreshUP—A pervasive educational game for freshmen

Pervasive and Mobile Computing, 2014
Students beginning their studies at university face manifold problems such as orientation in a new environment and organizing their courses. This article presents the implementation and successful empirical evaluation of the pervasive browser-based educational game "FreshUP", which aims at helping to overcome the initial difficulties of freshmen.
Raphael Zender   +2 more
openaire   +1 more source

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
openaire   +1 more source

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.
openaire   +1 more source

Ectodiegesis As Immersive Effect In Pervasive Games

Proceedings of International Conference on Making Sense of Converging Media, 2013
This paper proposes an exploration study on the immersive aspects in pervasive games, based on the results of interviews with a group of Brazilian players. We consider elements out of the gameplay as interactors of subjective disorders, such as cognitive skills and spatial and temporal settings, as an inherent part of the immersion experience. Thus, we
Thaiane Oliveira   +2 more
openaire   +1 more source

Involving non-players in pervasive games

Proceedings of the 4th decennial conference on Critical computing: between sense and sensibility, 2005
In traditional computer games, it is not uncommon for the game world to be inhabited by numerous computer-generated characters, Non-Player Characters (NPCs). In pervasive games, players play among human non-players as well and it becomes very tempting to use them as a game asset; as non-playing characters. Humans behave unpredictably and intelligently,
Jenny Niemi   +2 more
openaire   +1 more source

Notes on the Methodology of Pervasive Gaming

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 ...
openaire   +2 more sources

Aliens on the Bus: A family of pervasive games

2013 IEEE 2nd Global Conference on Consumer Electronics (GCCE), 2013
There is an interesting category of digital games particularly challenging consumer electronics: pervasive games. On the one hand, pervasive games appear extremely promising for purposes such as learning and for encouraging players to engage in healthy outdoor activities. They widen the horizon of games content by direct access to reality. On the other
Klaus P. Jantke   +2 more
openaire   +1 more source

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