Warlocks and Warpdrive: Contemporary Fantasy Entertainments with Interactive and Virtual Environments
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Prosopopeia: experiences from a pervasive Larp
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Believable environments: generating interactive storytelling in vast location-based pervasive games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
REXplorer: a mobile, pervasive spell-casting game for tourists
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Pervasive play, immersion and story: designing interference
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Design for coincidence: incorporating real world artifacts in location based games
Proceedings of the 3rd international conference on Digital Interactive Media in Entertainment and Arts
Design and evaluation of player experience of a location-based mobile game
Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries
Pervasive negabehavior games for environmental sustainability
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Lessons from touring a location-based experience
Pervasive'11 Proceedings of the 9th international conference on Pervasive computing
Locating experience: touring a pervasive performance
Personal and Ubiquitous Computing
An enjoyment metric for the evaluation of alternate reality games
Proceedings of the 6th International Conference on Foundations of Digital Games
Evaluating Mobile Applications in Virtual Environments: A Survey
International Journal of Mobile Human Computer Interaction
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Pervasive games are staged in reality and their main attractiveness is generated by using reality as a resource in the game. Yet, most pervasive games that use mobile and location-based technology use reality only in a weak sense, as the location for a computerized game. In this article we analyze two game practices, Nordic style live action role-playing (larp) and alternate reality games (ARG), that instead use reality as their main game resource. We analyze how they go about creating a believable game world and encourage the players to actively take part in this world. We present two example games that do the same with the support of technology, effectively realizing an immersive game world through a combination of physical play and technology-supported play.