The Art of Computer Game Design
The Art of Computer Game Design
Chris Crawford on Game Design
Game Design: Theory and Practice
Game Design: Theory and Practice
Personal and Ubiquitous Computing
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
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
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Capture the Flag: Mixed-Reality Social Gaming with Smart Phones
IEEE Pervasive Computing
ACM Transactions on Computer-Human Interaction (TOCHI)
Reflections on the methodology of pervasive gaming
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Gaming on the edge: using seams in ubicomp games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
Gaming on the move: urban experience as a new paradigm for mobile pervasive game design
Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
UBI-Hotspot 1.0: Large-Scale Long-Term Deployment of Interactive Public Displays in a City Center
ICIW '10 Proceedings of the 2010 Fifth International Conference on Internet and Web Applications and Services
panOULU: triple helix driven municipal wireless network providing open and free internet access
Proceedings of the 5th International Conference on Communities and Technologies
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We present the design, implementation and evaluation of a novel pervasive location-aware multiplayer game. In the game teams of players try to score points by conquering the real-world access points of a large municipal wireless network. The game is implemented as a web service so that playing the game does not require any dedicated game software or hardware, but a general purpose WLAN device such as a laptop or a smart phone equipped with a web browser is sufficient. The game was empirically evaluated with a four-week long tournament involving 96 players in 31 teams. The players found pervasiveness, location-awareness, social interaction and addictivity as the best parts of the game. The main finding of our study is that location-awareness combined with a rather modest level of pervasiveness can go a long way in creating engaging gaming experiences.