The pervasive discourse: an analysis

@article{Nieuwdorp2007ThePD,
  title={The pervasive discourse: an analysis},
  author={Eva Nieuwdorp},
  journal={Comput. Entertain.},
  year={2007},
  volume={5},
  pages={13}
}
In this article I argue for a critical analysis and re-evaluation of the term pervasive. Due to ambiguous definitions in both the discourse on computing and gaming, this term has become theoretically entangled with others. This has led to multiple definitions, and also, in the case of gaming, to the neglect of the different perspectives in which a game can be pervasive. In the current nascent stage of research into pervasive gaming, in which attempts are being made to theorize this concept, I… 

Figures from this paper

Contextually-Ambiguous Pervasive Games: An Exploratory Study

TLDR
A player-centric view is taken to illustrate game rules in terms of definition and validation, and four such games are implemented in a case study in order to explore the potential of contextually-ambiguous games.

A grounded theory of emergent benefit in pervasive game experiences

The phenomenon of pervasive games is a relatively new and unexplored area of games research. These are games that, unlike card, computer, or board games, incorporate elements from outside the

Pervasive Games Beyond the Promotional Tools : Approaches of Aesthetic Pervasiveness in Consumption of Experience

This paper proposes an analysis of the aesthetic elements that permeate both pervasive gaming and pervasive advertising, a type of advertising that infiltrates urban spaces and allows for a ludic and

The frames of pervasive live action role-playing games : a Case Study Applying Frame Analysis on Momentum

TLDR
In this Master's thesis the pervasive larp Prosopopeia Bardo 2: Momentum is studied as a case example of how the consciously constructed diegetic realities of live action role-playing interact and clash with that of everyday life.

Pervasive games in ludic society

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

A ludological view on the pervasive mixed-reality game research paradigm

  • M. Montola
  • Computer Science
    Personal and Ubiquitous Computing
  • 2010
TLDR
The paradigm of pervasive mixed-reality game research, analyzing how these games have been produced and studied, and how this type of research could better validate the findings that have to do with play experiences and game design is looked into.

Conclusion: The Indiscipline of Design

Chapter Seven concludes this book by reflecting on the “in-discipline” of design. Designers claim that their practices are transversal, multidisciplinary, and holistic. However, design is not a

Bridging the Gap between Game Designers and Cultural Institutions : a Typology to Analyse and Classify Cultural Pervasive Games

In the last fifteen years, pervasive games, i.e. games that blend a gameworld and reality were created most notably to promote movies, series or videogames. Chosen for their combination of assets,

TeMPS: A Conceptual Framework for Pervasive and Social Games

TLDR
This article proposes the conceptual framework TeMPS that systematically characterizes the important aspects of pervasive and social games and around thirty games in different sub-genres are reviewed by analyzing and fitting them into the framework.

A systemic domain model for ambient pervasive persuasive games

TLDR
A conceptual model, the system domain model, is presented to illustrate domain areas that exist in a console, pervasive or ambient game to more fully understand the gaming application area for game technologies and in particular the pervasive and ambient games.
...

References

SHOWING 1-10 OF 72 REFERENCES

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).

Albert in Africa: online role-playing and lessons from improvisational theatre

RPGs (role playing games) and improvisational theatre have some obvious similarities. Both require the participants to work together in real-time to construct dynamic narrative elements. Seeing

'This Is Not a Game': Immersive Aesthetics and Collective Play

The increasing convergence and mobility of digital network technologies have given rise to new, massively-scaled modes of social interaction where the physical and virtual worlds meet. This paper

All The World's A Botfighter Stage: Notes on Location-based Multi-User Gaming

TLDR
It is argued that playing in familiar real world locations brings new nuances and meanings to these places, and some elements of real life can take part in shaping the entire gaming experience.

Case study: bringing social intelligence into home dialogue systems

TLDR
Media Lab Europe, which was established in 2000 and housed ten research groups at its height, closed its doors in January 2005 due to unfortunate political circumstances stemming from a lack of agreement between its stakeholders on how its activities would be funded and managed going forward.

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 Drop: pragmatic problems in the design of a compelling, pervasive game

TLDR
The technical, social, and business challenges the team has faced while creating and implementing The Drop, a new multiplayer pervasive game designed to be compelling to play and yet practical to deploy in real-world settings, are discussed.

Notes on the Methodology of Pervasive Gaming

TLDR
The paper 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.

Live Role-Playing Games: Implications for Pervasive Gaming

TLDR
This work outlines the interface culture specific to LRP and in which ways this culture may inform the design of pervasive games.

Pervasive games: bringing computer entertainment back to the real world

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
...