Notes on the Methodology of Pervasive Gaming (original) (raw)

Design of technology-based pervasive gaming experiences: properties and degrees of pervasiveness

2022

The current technological development has allowed the incorporation of new peripherals in game-based systems (GBS), allowing to offer experiences that were not possible before, such as: virtual reality through devices like Oculus glasses or Play Station VR, virtual assistants like Alexa or Google Assistant, motion sensors like Kinect and georeferenced location offered by mobile devices. This incorporation has generated new paradigms such as pervasiveness, which applied in the field of digital games allows the generation of pervasive game experiences, extending the game world from virtual to real, giving way to endless possibilities of implementation. These possibilities also incorporate new challenges and elements to consider in the design of these game experiences, besides producing confusions and misinterpretations in the pervasive context, reducing the efficiency and quality of the experiences made. To reduce this problem, the purpose of this paper is to identify the different properties that characterize pervasive gaming experiences according to their different expansions, and to create a means by which the degree of pervasiveness of a designed gaming experience can be determined.

Experiences from the Development of the Pervasive Game

2015

Pervasive games employ pervasive technology like location-based techniques, utilize player context in real world, and thus produce high immersion. In this article we will introduce a pervasive game prototype CityZombie, which is a multiplayer strategic game we developed and tested in Trondheim, Norway. The experience from developing and evaluating CityZombie is presented in this article, which covers both technical and gameplay aspects. CellID as a simple and popular technique shows high feasibility and appropriateness to the game, and social interaction plays a dominate role in attractiveness and enjoyment brought by CityZombie. Our research also reveals that strategic game could be a promising genre of pervasive game, due to its relatively low requirement to platform capabilities.

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. Our evaluation focused on how the players judged the designers' attempts to incorporate the three dimensions in the game.

Pervasive gaming: Status, trends and design principles

Journal of Network and Computer Applications, 2015

Pervasive games represent a radically new game form that transfers gaming experiences out into the physical world, weaving ICTs into the fabric of players' real environments. This emerging gaming mindset is rather challenging for developers exploring technologies and methods to achieve a high quality interactive experience for users, and designing novel and compelling forms of content. This paper follows a systematic approach in exploring the landscape of pervasive gaming. First, we present 18 representative pervasive game projects, following a generations-based classification. Then, we present a comparative view of those projects with respect to several design aspects. Lastly, we shed light on technological status and trends, design principles, developer guidelines, and research challenges for pervasive games development.

Place as Media in Pervasive Games

By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatial theory and Pervasive Gaming practice, this paper discusses ways in which game designers can navigate the constraints and possibilities of gaming in social and physical spaces towards creating greater immersion for players and generating new associations for city spaces. This design challenge within Pervasive Gaming represents a broader shift in interest from representing spatial reality in gaming, to being a part of shaping it.

Pervasive Games: Theory and Design

Morgan Kaufmann Publishers is an imprint of Elsevier. 30 Corporate Drive, Suite 400, Burlington, MA 01803, USA This book is printed on acid-free paper. © 2009 by Elsevier Inc. All rights reserved. Designations used by companies to distinguish their products are often ...

Boxed Pervasive Games: An Experience with User-Created Pervasive Games

Lecture Notes in Computer Science, 2009

Pervasive games are rapidly maturing-from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report on our experiences in transferring the successful involvement of players in computer games to 'modding' for pervasive games. We present the design process, the enabling tools and two sample games provided in boxes to end users. Finally we discuss how our findings inform the design of 'modding' tools for a pervasive game community of the future.