• Corpus ID: 18132610

Classifying Pervasive Games: On Pervasive Computing and Mixed Reality

@inproceedings{Hinske2007ClassifyingPG,
  title={Classifying Pervasive Games: On Pervasive Computing and Mixed Reality},
  author={Steve Hinske and Matthias Lampe and Carsten Magerkurth and Carsten R{\"o}cker},
  year={2007}
}
Pervasive Games have become popular in recent years. Their ambitious goal is to bring the computer into the world in order to augment existing games or to even come up with hitherto impossible or unthought-of forms of entertainment. This paper reflects on the various approaches to define what Pervasive Games consist of, how they relate to playing and games, and how different terms and views can be integrated. The paper contributes a unifying and integrating classification of the respective… 
Hierarchies of pervasive games by storyboarding
TLDR
AlIENS on the bus is some novel pervasive game to illuminate the reach of the storyboarding approach to games classification.
Pervasive games: giving a meaning based on the player experience
TLDR
This paper presents a general overview of the meaning of pervasive games in different areas in order to check and collect their particularities and gives a conceptual relationship diagram and a general definition that considers the user's pervasive experience found in the results of game experience design.
Pervasive gaming: Status, trends and design principles
TLDR
This paper presents 18 representative pervasive game projects, following a generations-based classification, and sheds light on technological status and trends, design principles, developer guidelines, and research challenges for pervasive games development.
Investigating the effect of User Generated Content in pervasive games
TLDR
Barbarossa is introduced, a pervasive role-playing game incorporating UGC as a means for game content generation and user trials of Barbarossa confirmed that the use of UGC can enhance the quality of experience perceived by players.
2084 -- Safe New World: Designing Ubiquitous Interactions
TLDR
This paper implemented 2084 Safe New World; a pervasive game that allows particularly ubiquitous gameplay through micro interactions of varying duration, and examined how well the game can be integrated into everyday life, and tested boundaries of social accepted interactions in a pervasive spy game.
Analyzing effectiveness and fun through metrics applied to pervasive gaming experiences
TLDR
An analysis of metrics to measure the effectiveness and fun was carried out, which will serve as a basis for studies aimed at improving the user experience in pervasive games.
Mapping quality requirements for pervasive mobile games
TLDR
This paper proposes a two-level conceptual map of non-functional requirements that helps to realize pervasiveness in pervasive mobile games and proposes a dependence matrix for pervasive game qualities that enhances the insight intopervasiveness and reveals important guidelines for the game designers.
Teaching Pervasive Game Design in a Zombie Apocalypse
TLDR
This paper describes and reflects on the process of teaching pervasive game design through a playful in-class exercise that was deployed in the Spring of 2016 and discusses how teaching pervasive games in this manner can not only provide students insight into this difficult design space, but can also create a unique context for designers to iteratively test new large-scale game ideas.
CREANDO – Platform for Game Experiences Base on Pervasive Narrative in Closed Spaces: An Educational Experience
TLDR
The design and implementation of a platform that integrates several tools to create and edit game experiences in both fields are described and the increase in the motivation and learning on students of the first semester of computer engineering about basic knowledge in programming is demonstrated.
Modeling and Defining the Pervasive Games and Its Components from a Perspective of the Player Experience
TLDR
A summary of definitions of PG presented by several researchers is presented in order to check and collect their particularities and a conceptual diagram of the components of PG is presented which has been the starting point to build an ontology to represent the PG meaning and its components.
...
1
2
3
4
5
...

References

SHOWING 1-10 OF 45 REFERENCES
Pervasive game flow: understanding player enjoyment in pervasive gaming
TLDR
An initial outline for a new model of pervasive player enjoyment is presented, that is, the pervasive gameflow model, which is described and discussed in terms of additions and elaborations to the general game flow model.
Designing Ubiquitous Computing Games – A Report from a Workshop Exploring Ubiquitous Computing Entertainment
TLDR
A Research Atelier explored how ubiquitous computing could be applied to fun and entertainment and led to three fairly concrete – though very different – game ideas.
The gaming landscape: a taxonomy for classifying games and simulations
  • J. Klabbers
  • Computer Science, Psychology
    DiGRA Conference
  • 2003
TLDR
A framework for constructing, deconstructing and classifying games emerges, based on the combination of the three building blocks with elements of a semiotic theory of gaming: syntax, semantics and pragmatics.
Atomic actions -- molecular experience: theory of pervasive gaming
TLDR
The article lists the invariant features of pervasive game-play, meaning the epistemology that is tied to this new kind of gaming situated on the borderline between corporeal and immaterial space.
The game, the player, the world: looking for a heart of gameness
  • Jesper Juul
  • Computer Science, Psychology
    DiGRA Conference
  • 2003
TLDR
The classic game model is described, a list of six features that are necessary and sufficient for something to be a game, showing games to be transmedial: There is no single game medium, but rather a number of game media, each with its own strengths.
The Pervasive Interface; Tracing the Magic Circle
TLDR
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).
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
TLDR
A novel computer entertainment system which recaptures human touch and physical interaction with the real-world environment as essential elements of the game play, whilst also maintaining the exciting fantasy features of traditional computer entertainment.
Augmenting the virtual domain with physical and social elements: towards a paradigm shift in computer entertainment technology
TLDR
A conceptual framework in which the relations between the virtual, the physical, and the social domains are modeled is presented and sample games that follow the approach of physical and social augmentation are presented.
Game Taxonomies: A High Level Framework for Game Analysis and Design
TLDR
In 1999, Doug Church proposed the use of formal abstract design tools for game design and part of Church's suggestion was to develop a common design vocabulary, so that more detailed methods can be sorted into their appropriate areas of application.
Bridging the physical and digital in pervasive gaming
TLDR
A new generation of entertainment technology takes computer games to the streets and beyond, and shows how they can be used for good and ill.
...
1
2
3
4
5
...