Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Modelling and Using Imperfect Context Information
PERCOMW '04 Proceedings of the Second IEEE Annual Conference on Pervasive Computing and Communications Workshops
A case study in pervasive game design: the songs of north
Proceedings of the third Nordic conference on Human-computer interaction
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Context-aware Multimedia Provisioning for Pervasive Games
ISM '05 Proceedings of the Seventh IEEE International Symposium on Multimedia
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Game space design foundations for trans-reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Meeting technology challenges of pervasive augmented reality games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
A report on the crossmedia game epidemic menace
Computers in Entertainment (CIE) - Interactive entertainment
Insectopia: exploring pervasive games through technology already pervasively available
Proceedings of the international conference on Advances in computer entertainment technology
Capturing the response of players to a location-based game
Personal and Ubiquitous Computing
Survey: Urban pervasive applications: Challenges, scenarios and case studies
Computer Science Review
Location-Based games in informatics education
ISSEP'13 Proceedings of the 6th international conference on Informatics in Schools: Situation, Evolution, and Perspectives
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Pervasive games are an emerging new game genre, which includes context information as an integral part of the game. These games differ from traditional games in that they expand spatio-temporal and social aspects of gaming. Mobile devices support this by enabling players to choose when and where a game is played. Designing pervasive games can be a challenging task, since it is not only limited to the virtual game world, but designers must consider information flow from the real world into the game world and vice versa. In this paper, we describe a user study with an experimental pervasive multiplayer mobile game. The objective was to understand how the players perceive pervasiveness in the game and what the crucial factors are in the design. Based on the results, we propose initial design guidelines and compare them to other design guidelines for the pervasive games.