Affective computing
PingPongPlus: design of an athletic-tangible interface for computer-supported cooperative play
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
Charting past, present, and future research in ubiquitous computing
ACM Transactions on Computer-Human Interaction (TOCHI) - Special issue on human-computer interaction in the new millennium, Part 1
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
False prophets: exploring hybrid board/video games
CHI '02 Extended Abstracts on Human Factors in Computing Systems
Research + design: the making of Brainball
interactions
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Affective gaming: measuring emotion through the gamepad
CHI '03 Extended Abstracts on Human Factors in Computing Systems
CHI '03 Extended Abstracts on Human Factors in Computing Systems
Visual registration for unprepared augmented reality environments
Personal and Ubiquitous Computing
Personal and Ubiquitous Computing
Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Physiological indicators for the evaluation of co-located collaborative play
CSCW '04 Proceedings of the 2004 ACM conference on Computer supported cooperative work
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Emotions and heart rate while sitting on a chair
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Magic land: live 3D human capture mixed reality interactive system
CHI '05 Extended Abstracts on Human Factors in Computing Systems
StressCam: non-contact measurement of users' emotional states through thermal imaging
CHI '05 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
A continuous and objective evaluation of emotional experience with interactive play environments
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
MYSQ:: an entertainment system based on content creation directly linked to communication
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
A component based architecture for distributed, pervasive gaming applications
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Meeting technology challenges of pervasive augmented reality games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Pervasive games in a mote-enabled virtual world using tuple space middleware
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Battleship by foot: learning by designing a mixed reality game
Proceedings of the 3rd Australasian conference on Interactive entertainment
Ototonari: mobile ad hoc pervasive game that develops a regional difference
Proceedings of the 2006 international conference on Game research and development
A report on the crossmedia game epidemic menace
Computers in Entertainment (CIE) - Interactive entertainment
Tangible interaction in tabletop games: studying iconic and symbolic play pieces
Proceedings of the international conference on Advances in computer entertainment technology
Your way your missions: from location-based to route-based pervasive gaming
Proceedings of the international conference on Advances in computer entertainment technology
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Proceedings of the 6th international conference on Interaction design and children
Social web applications in the city: a lightweight infrastructure for urban computing
Proceedings of the nineteenth ACM conference on Hypertext and hypermedia
Online gaming and web-based communities: serious games for community development
International Journal of Web Based Communities
Being Mondrian: the public installation for interactive drawing with tangible interface
Proceedings of the 2007 conference on Designing for User eXperiences
TimeWarp: interactive time travel with a mobile mixed reality game
Proceedings of the 10th international conference on Human computer interaction with mobile devices and services
Applications of location-based services: a selected review
Journal of Location Based Services
BlueMall: a bluetooth-based advertisement system for commercial areas
Proceedings of the 3nd ACM workshop on Performance monitoring and measurement of heterogeneous wireless and wired networks
PINS: a prototype model towards thedefinition of surface games
MM '08 Proceedings of the 16th ACM international conference on Multimedia
Pervasive Mobile Games --- A New Mindset for Players and Developers
Proceedings of the 2nd International Conference on Fun and Games
Proceedings of the 2nd International Conference on Fun and Games
OPOS: an observation scheme for evaluating head-up play
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Keeping up appearances: interpretation of tangible artifact design
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
Key issues for the successful design of an intelligent, interactive playground
IDC '08 Proceedings of the 7th international conference on Interaction design and children
Integrating cumulative context into computer games
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Unravelling seams: improving mobile gesture recognition with visual feedback techniques
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Asynchronous gameplay in pervasive multiplayer mobile games
CHI '09 Extended Abstracts on Human Factors in Computing Systems
Designing a head-up game for children
BCS-HCI '08 Proceedings of the 22nd British HCI Group Annual Conference on People and Computers: Culture, Creativity, Interaction - Volume 1
Elaborating eight elements of fun: Supporting design of pervasive player enjoyment
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts and Games (Part II)
FRAP: a framework for pervasive games
Proceedings of the 1st ACM SIGCHI symposium on Engineering interactive computing systems
City Ragas: Building an Intercultural Dialogue between People
OCSC '09 Proceedings of the 3d International Conference on Online Communities and Social Computing: Held as Part of HCI International 2009
Balancing Skills to Optimize Fun in Interactive Board Games
INTERACT '09 Proceedings of the 12th IFIP TC 13 International Conference on Human-Computer Interaction: Part I
AZ66: How Can We Play with Emotions?
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Conception de jeux interactifs temps réel sur tabletop
Proceedings of the 21st International Conference on Association Francophone d'Interaction Homme-Machine
Vision-based hand interaction and its application in pervasive games
Proceedings of the 8th International Conference on Virtual Reality Continuum and its Applications in Industry
Classifying input for active games
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
Physics on display: tangible graphics on hexagonal bezel-less screens
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Traditional games meet ICT: a case study on go game augmentation
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
Head up games: the games of the future will look more like the games of the past
INTERACT'07 Proceedings of the 11th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
Lifestyle ubiquitous gaming: computer games making daily lives fun
SEUS'07 Proceedings of the 5th IFIP WG 10.2 international conference on Software technologies for embedded and ubiquitous systems
Promoting new patterns in household energy consumption with pervasive learning games
PERSUASIVE'07 Proceedings of the 2nd international conference on Persuasive technology
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
The Collaboration Platform: A Cooperative Work Course Case-Study
C5 '10 Proceedings of the 2010 Eighth International Conference on Creating, Connecting and Collaborating through Computing
3PI experiment: immersion in third-person view
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games
Designing playful interactions for social interaction and physical play
Personal and Ubiquitous Computing
Head Up Games: combining the best of both worlds by merging traditional and digital play
Personal and Ubiquitous Computing
Game design for ad-hoc multi-touch gameplay on large tabletop displays
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Activate your GAIM: a toolkit for input in active games
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Futura: design for collaborative learning and game play on a multi-touch digital tabletop
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Augmented calligraphy: experimental feedback design for writing skill development
Proceedings of the fifth international conference on Tangible, embedded, and embodied interaction
Player-defined configurable soft dialogues: an extensible input system for tabletop games
ACM International Conference on Interactive Tabletops and Surfaces
Capturing the response of players to a location-based game
Personal and Ubiquitous Computing
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
Onigokko: a pervasive tag game for spatial thinking
Proceedings of the 2nd International Conference on Computing for Geospatial Research & Applications
Leasing service for networks of interactive public displays in urban spaces
GPC'11 Proceedings of the 6th international conference on Advances in grid and pervasive computing
Evaluating enjoyment within alternate reality games
Proceedings of the 2011 ACM SIGGRAPH Symposium on Video Games
Evaluating enjoyment within alternate reality games
ACM SIGGRAPH 2011 Game Papers
WeQuest: scalable alternate reality games through end-user content authoring
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Hearing is believing: evaluating ambient audio for location-based games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
The smart dice cup: a radio controlled sentient interaction device
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Design of an exergaming station for children with cerebral palsy
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Design-in-play: improving the variability of indoor pervasive games
Multimedia Tools and Applications
Studying the Elusive Experience in Pervasive Games
Simulation and Gaming
Using sound to enhance users' experiences of mobile applications
Proceedings of the 7th Audio Mostly Conference: A Conference on Interaction with Sound
iFitQuest: a school based study of a mobile location-aware exergame for adolescents
MobileHCI '12 Proceedings of the 14th international conference on Human-computer interaction with mobile devices and services
A survey of visual, mixed, and augmented reality gaming
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Middleware for location privacy: an overview
Proceedings of the 2012 ACM Research in Applied Computation Symposium
fAARS: a platform for location-aware trans-reality games
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Expanding the magic circle in pervasive casual play
ICEC'12 Proceedings of the 11th international conference on Entertainment Computing
Socially present board game opponents
ACE'12 Proceedings of the 9th international conference on Advances in Computer Entertainment
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
MuseUs: Case study of a pervasive cultural heritage serious game
Journal on Computing and Cultural Heritage (JOCCH) - Special issue on serious games for cultural heritage
Engaging children in cars through a robot companion
Proceedings of the 12th International Conference on Interaction Design and Children
Pervasive games research: a design aspects-based state of the art report
Proceedings of the 17th Panhellenic Conference on Informatics
A pervasive game to promote social offline interaction
Proceedings of the 2013 ACM conference on Pervasive and ubiquitous computing adjunct publication
Imaginary reality gaming: ball games without a ball
Proceedings of the 26th annual ACM symposium on User interface software and technology
Proceedings of the 12th International Conference on Mobile and Ubiquitous Multimedia
Personal and Ubiquitous Computing
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This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.