A grounded investigation of game immersion
CHI '04 Extended Abstracts on Human Factors in Computing Systems
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Game Design Workshop: Designing, Prototyping, and Playtesting Games
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
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
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
This might be a game: ubiquitous play and performance at the turn of the twenty-first century
Pervasive games in ludic society
Future Play '07 Proceedings of the 2007 conference on Future Play
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Simulation and Gaming
An in-game reporting tool for pervasive games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Pervasive Games: Theory and Design
Pervasive Games: Theory and Design
An Introduction to Game Studies
An Introduction to Game Studies
A ludological view on the pervasive mixed-reality game research paradigm
Personal and Ubiquitous Computing
Further into the wild: running worldwide trials of mobile systems
Pervasive'10 Proceedings of the 8th international conference on Pervasive Computing
Rethinking Playing Research: DJ HERO and Methodological Observations in the Mix
Simulation and Gaming
Design for Research Results: Experimental Prototyping and Play Testing
Simulation and Gaming
Social Constructionism and Ludology: Implications for the Study of Games
Simulation and Gaming
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Studying pervasive games is inherently difficult and different from studying computer or board games. This article builds upon the experiences of staging and studying several playful pervasive technology prototypes. It discusses the challenges and pitfalls of evaluating pervasive game prototypes and charts methods that have proven useful in previous research. The aim is to open discussion on the situated methodology of qualitative study of evaluating and researching pervasive play.