Pervasive Gaming in the Everyday World

  • Authors:
  • Kalle Jegers;Mikael Wiberg

  • Affiliations:
  • Umea University;Umea University

  • Venue:
  • IEEE Pervasive Computing
  • Year:
  • 2006

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Abstract

Researchers have invested much effort to realize the threefold vision of pervasive gaming: mobile, place-independent game play; integration between the physical and the virtual worlds; and social interaction between players. However, few real-world studies examine whether this vision is coming true for users. An empirical study examines the extent to which this vision is becoming reality in the context of SupaFly, an everyday-world pervasive game.