The many faces of sociability and social play in games
Proceedings of the 13th International MindTrek Conference: Everyday Life in the Ubiquitous Era
Power explorer: a casual game style for encouraging long term behavior change among teenagers
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Blowtooth: pervasive gaming in unique and challenging environments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 3rd International Conference on Fun and Games
System and context: on a discernable source of emergent game play and the process-oriented method
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Playing the system: using frame analysis to understand online play
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Pervasive play for everyone using the weather
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
Designing sports: a framework for exertion games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Pervasive negabehavior games for environmental sustainability
CHI '11 Extended Abstracts on Human Factors in Computing Systems
Opportunistic wireless communication in theme parks: a study of visitors mobility
CHANTS '11 Proceedings of the 6th ACM workshop on Challenged networks
Navigating the world and learning to like it: mobility training through a pervasive game
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Empirical validation of the involvement component of the pervasive GameFlow model
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
First international workshop on ambient gaming (amgam'11)
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
From game design elements to gamefulness: defining "gamification"
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
Playable character: extending digital games into the real world
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Act natural": instructions, compliance and accountability in ambulatory experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Designing pervasive health games for sustainability, adaptability and sociability
Proceedings of the International Conference on the Foundations of Digital Games
Studying the Elusive Experience in Pervasive Games
Simulation and Gaming
Social Constructionism and Ludology: Implications for the Study of Games
Simulation and Gaming
Similarity of Social Information Processes in Games and Rituals: Magical Interfaces
Simulation and Gaming
Ritualistic Games, Boundary Control, and Information Uncertainty
Simulation and Gaming
Mobile communication, gamification and ludification
Proceeding of the 16th International Academic MindTrek Conference
Enriching Archaeological Parks with Contextual Sounds and Mobile Technology
ACM Transactions on Computer-Human Interaction (TOCHI)
Talking it further: from feelings and memories to civic discussions in and about places
Proceedings of the 7th Nordic Conference on Human-Computer Interaction: Making Sense Through Design
Expanding the magic circle in pervasive casual play
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Designing motivation using persuasive ambient mirrors
Personal and Ubiquitous Computing
Blowtooth: a provocative pervasive game for smuggling virtual drugs through real airport security
Personal and Ubiquitous Computing
Life's a game and the game of life: how making a game out of it can change student behavior
Proceeding of the 44th ACM technical symposium on Computer science education
Emergence of Gamified Commerce: Turning Virtual to Real
Journal of Electronic Commerce in Organizations
Designing reusable alternate reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Playing for real: designing alternate reality games for teenagers in learning contexts
Proceedings of the 12th International Conference on Interaction Design and Children
Evaluating NFC and touchscreen interactions in collaborative mobile pervasive games
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services
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Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen. -Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible. -Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.