Pervasive games: bringing computer entertainment back to the real world

  • Authors:
  • Carsten Magerkurth;Adrian David Cheok;Regan L. Mandryk;Trond Nilsen

  • Affiliations:
  • Ambiente, Darmstadt, Germany;Nanyang Technological University, Singapore;Simon Fraser University, Vancouver, BC, Canada;Human Interface Technology Laboratory, Christchurch, New Zealand

  • Venue:
  • Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
  • Year:
  • 2005

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Abstract

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.