Game Design Theory and Practice
Game Design Theory and Practice
Contextual Virtual Interaction as Part of Ubiquitous Game Design and Development
Personal and Ubiquitous Computing
Touch-Space: Mixed Reality Game Space Based on Ubiquitous, Tangible, and Social Computing
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
The usability of massively multiplayer online roleplaying games: designing for new users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Atomic actions -- molecular experience: theory of pervasive gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive Gaming in the Everyday World
IEEE Pervasive Computing
Prosopopeia: experiences from a pervasive Larp
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
A report on the crossmedia game epidemic menace
Computers in Entertainment (CIE) - Interactive entertainment
Pervasive game flow: understanding player enjoyment in pervasive gaming
Computers in Entertainment (CIE) - Interactive entertainment
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Proceedings of the 3rd International Conference on Fun and Games
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This article presents the validation of the Pervasive GameFlow model (PGF), a model for analyzing player enjoyment in pervasive gaming. The model can be used as both a heuristic guideline for designers and as evaluation criteria in user-centered evaluation of pervasive games, but also as a framework for understanding player experiences in pervasive gaming on a more general level. The theoretical background and perspective on game design and the design- support approach that the PGF model represents are explained, and the concept of the magic circle is discussed. The eight elements of the PGF model (concentration, challenge, player skills, control, clear goals, feedback, immersion, and social interaction) were validated by evaluating a crossmedia game prototype (a subgenre of pervasive games) called Furiae. The comparative importance of the eight elements of the PGF model and their effects on the pervasive gaming experience was a focus of the evaluation, in which questionnaires (qualitative) and focus group interviews were used to capture how the players graded the importance of the eight elements in playing Furiae. The study revealed that seven of the eight elements seem to be of specific importance, as they scored relatively high in the validation. The top three elements according to the results are concentration (games should require concentration and the player should be able to concentrate on the game); challenge (games should be sufficiently challenging and match the player's skill level); and immersion (players should experience deep but effortless involvement in the game). Finally, implications for design are discussed in terms of how some of the most important elements present challenges and possibilities for crossmedia game development.