Orchestrating a mixed reality game 'on the ground'
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing the spectator experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Prosopopeia: experiences from a pervasive Larp
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Pervasive play, immersion and story: designing interference
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
The magic lens box: simplifying the development of mixed reality games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Eliza meets the wizard-of-oz: blending machine and human control of embodied characters
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Pervasive Games can benefit greatly from being game-mastered rather than fully automatic. However, game-mastering pervasive games is not a simple task neither from a technical nor a game design perspective. In this article we discuss some of the core issues for pervasive game mastering based on two example games. The first game was a long duration pervasive larp, where the core game activity was role-play. The second game is a pervasive game which relies extensively on technology installations, and where game mastering is used to create a coherent experience mixing technology-mediated gaming with live role-play events. Based on these rather different games we outline the core issues and methods available for pervasive game mastering.