Tangible bits: towards seamless interfaces between people, bits and atoms
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Proceedings of the IFIP TC8 / WG8.1 Working Conference on Organizational Semiotics: Evolving a Science of Information Systems
panOULU conqueror: pervasive location-aware multiplayer game for city-wide wireless network
Proceedings of the 3rd International Conference on Fun and Games
Pervasive play for everyone using the weather
Proceedings of the 7th International Conference on Advances in Computer Entertainment Technology
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The paper introduces four axes of pervasive gaming (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.