The active badge location system
ACM Transactions on Information Systems (TOIS)
GPS-based geographic addressing, routing, and resource discovery
Communications of the ACM
Developing a context-aware electronic tourist guide: some issues and experiences
Proceedings of the SIGCHI conference on Human Factors in Computing Systems
ARQuake: the outdoor augmented reality gaming system
Communications of the ACM - Internet abuse in the workplace and Game engines in scientific research
Personal and Ubiquitous Computing
Seamful interweaving: heterogeneity in the theory and design of interactive systems
DIS '04 Proceedings of the 5th conference on Designing interactive systems: processes, practices, methods, and techniques
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Life on the edge: supporting collaboration in location-based experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Coping with Uncertainty in a Location-Based Game
IEEE Pervasive Computing
Understanding the Influence of the Users' Context in AmI
Social Science Computer Review
Applications of location-based services: a selected review
Journal of Location Based Services
Designing location-based mobile games with a purpose: collecting geospatial data with CityExplorer
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
Blending games, multimedia and reality
MMSys '10 Proceedings of the first annual ACM SIGMM conference on Multimedia systems
Building geospatial data collections with location-based games
KI'09 Proceedings of the 32nd annual German conference on Advances in artificial intelligence
See it: a scalable location-based game for promoting physical activity
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion
Wisdom about the crowd: assuring geospatial data quality collected in location-based games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Creating scalable location-based games: lessons from Geocaching
Personal and Ubiquitous Computing
GEMS: a location-based game for supporting family storytelling
CHI '13 Extended Abstracts on Human Factors in Computing Systems
Pervasive games research: a design aspects-based state of the art report
Proceedings of the 17th Panhellenic Conference on Informatics
GEMS: the design and evaluation of a location-based storytelling game
Proceedings of the 17th ACM conference on Computer supported cooperative work & social computing
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Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other multimedia sensors, combined with wireless networking, a pervasive game can respond to a player's movements and context and enable them to communicate with a game server and other players. We review recent examples of pervasive games in order to explain their distinctive characteristics as multimedia applications. We then consider the challenge of scaling pervasive games to include potentially very large numbers of players. We propose a new approach based upon a campaign model in which individuals, local groups and experts draw on a combination of pervasive games, online services and broadcasting to take part in national or even global events. We discuss the challenges that this raises for further research.