Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Proceedings of the IFIP TC8 / WG8.1 Working Conference on Organizational Semiotics: Evolving a Science of Information Systems
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
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The paper introduces four axes of pervasive gaming (PG): mobility, distribution, persistence, and transmediality. Further, it describes and analyses three key units of PG (rules, entities, and mechanics) as well as discusses the role of space in PG by differentiating between tangible space, information embedded space, and accessibility space. Categories and Subject Descriptors: H.5.1 [Multimedia Information Systems]: Artificial, augmented, and virtual realities. General Terms: Performance, Human Factors, Theory.