A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

  title={A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games},
  author={Kim J. L. Nevelsteen},
  booktitle={SpringerBriefs in Computer Science},
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… 

A method to assess pervasive qualities in mobile games

A new method to assess pervasive qualities in pervasive mobile games, which can be customized and extended to other ubiquitous applications, and generates a quality report which consists of a quality spreadsheet and a quality vector.

REAL: Reality-Enhanced Applied Games

This article presents a suite of simple pervasive serious games developed to explore the concept of “reality-enhanced gaming,” a pattern to tie game play mechanics to the outcomes/measurements of real-world activities.

Serious Pervasive Games

From pervasive learning towards science communication with location-based games, research and case studies that exemplify their benefits and related problems are presented.

Squaring the (Magic) Circle: A Brief Definition and History of Pervasive Games

Pervasive games defy Johan Huizinga’s classic definition of play as being something “outside ‘ordinary life’” with their “own proper boundaries of time and space according to fixed rules and an

Spatiotemporal modeling of a pervasive game

An integrated spatiotemporal conceptual model for pervasive games that maps the physical to the internal computerized representation (i.e., the virtual), accounts for virtual game entities as objects with relations, and highlights redundancies is proposed.

KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks

  • Y. Sekhavat
  • Computer Science
    Int. J. Comput. Games Technol.
  • 2016
This paper presents the architecture of KioskAR, which is a pervasive game implemented using augmented reality (AR). This game introduces a new business model that makes it possible for players to

Virtual world, defined from a technological perspective and applied to video games, mixed reality, and the Metaverse

The approach of this article is to sample technologies using grounded theory and to obtain a definition for a “virtual world” that is directly applicable to technology, which is compared with related work and used to classify advanced technologies such as a pseudo‐persistent video game, a MANet, virtual and mixed reality, and the Metaverse.

The Concept of Pervasive Virtuality and Its Application in Digital Entertainment Systems

This paper proposes an extension to the well-known Milgram and Colquhoun’s taxonomy to cope with this new mixed-reality situation called “pervasive virtuality”, which is defined as being a virtual environment that is extended by incorporating physical environments, physical objects as “proxy” elements, and context information.

Pervasive virtuality in digital entertainment applications and its quality requirements

Distributed Technology-Sustained Pervasive Applications

Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make us



The art of game-mastering pervasive games

The core issues and methods available for pervasive game mastering are discussed based on two example games, one of which is a long duration pervasive larp and the other a pervasive game which relies extensively on technology installations.

Toward a mobile platform for pervasive games

This work proposes Player Space Director (PSD), a novel mobile platform for pervasive games that facilitates the game developers to incorporate diverse contextual interactions in their game without considering complications in player's real-life situations.

FRAP: a framework for pervasive games

The design and realization of FRAP, a framework for the construction of pervasive games that include a strategic component, is described and a pervasive game called "King of Location" has been constructed using the Android-platform.

The multimedia challenges raised by pervasive games

This work proposes a new approach based upon a campaign model in which individuals, local groups and experts draw on a combination of pervasive games, online services and broadcasting to take part in national or even global events.

Meeting technology challenges of pervasive augmented reality games

The technological challenges to be met in order to realize pervasive AR games are reviewed, how they go beyond those of other pervasive games are shown, and how the AR framework copes with them are presented.

Gaming on the move: urban experience as a new paradigm for mobile pervasive game design

A pervasive treasure hunting game: “Team exploration” based on the Transhumance mobile ad-hoc network platform, which shows that the notion of space is not enough to characterize and organize pervasive games and that four main anthropological features have to be taken into consideration.

Pervasive games in a mote-enabled virtual world using tuple space middleware

The design and implementation of a pervasive game on top of TinyLIME, a middleware system supporting data sharing among mobile and embedded devices, and the use of wireless sensor devices (or motes) as a computing platform for pervasive games are described.

"We are two strong women" - Designing Empowerment in a Pervasive Game

It was found that playing the game made people less sensitive to ‘fear of the outside’, and women participants tended to blame themselves, rather than the technology or the situation, for errors.

The Pervasive Interface; Tracing the Magic Circle

It is argued that in pervasive gaming there exists the two-levelled "liminal" interface, which initially transfers the player into a playful state of mind before implementing more rigid structures that belong to the game itself (paraludic interface).