Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Emergence: from chaos to order
Emergence: from chaos to order
Proceedings of the IFIP TC8 / WG8.1 Working Conference on Organizational Semiotics: Evolving a Science of Information Systems
Mock games: a new genre of pervasive play
DIS '06 Proceedings of the 6th conference on Designing Interactive systems
The pervasive discourse: an analysis
Computers in Entertainment (CIE) - Interactive TV
Pervasive games in ludic society
Future Play '07 Proceedings of the 2007 conference on Future Play
Using prototypes in early pervasive game development
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Social web applications in the city: a lightweight infrastructure for urban computing
Proceedings of the nineteenth ACM conference on Hypertext and hypermedia
Playground games: a design strategy for supporting and understanding coordinated activity
Proceedings of the 7th ACM conference on Designing interactive systems
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
Proceedings of the International Conference on Advances in Computer Enterntainment Technology
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
Interoperability standards for pervasive games
Proceedings of the 1st International Workshop on Games and Software Engineering
Pervasive learning games: a comparative study
The New Review of Hypermedia and Multimedia - Special issue: Observing users of digital educational technologies
Survey: Urban pervasive applications: Challenges, scenarios and case studies
Computer Science Review
ICEC'12 Proceedings of the 11th international conference on Entertainment 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
Pervasive games research: a design aspects-based state of the art report
Proceedings of the 17th Panhellenic Conference on Informatics
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In this article we attempt to describe and analyze the formalisms of pervasive games and pervasive gaming (PG). As the title indicates, PG consists of atomic entities that nevertheless merge into a molecular structure that exhibits emergent features during the actual game-play. The article introduces four axes of 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. The article is generally concerned with classifying the indispensable components of pervasive games and, in addition, it lists the invariant features of pervasive game-play, meaning the epistemology that is tied to this new kind of gaming situated on the borderline between corporeal and immaterial space. Of particular interest are game rules in pervasive gaming, since they seem to touch upon both the underlying, formal structure of the game (i.e., the ontology of PG) and the actual play vis-à-vis physical and/or virtual constraints (i.e., the PG epistemology).