A cheat controlled protocol for centralized online multiplayer games
Proceedings of 3rd ACM SIGCOMM workshop on Network and system support for games
Towards Situation-Aware Cross-Platform Ubi-Game Development
APSEC '04 Proceedings of the 11th Asia-Pacific Software Engineering Conference
Game space design foundations for trans-reality games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Evaluating a middleware for crossmedia games
Proceedings of the 5th international workshop on Middleware for pervasive and ad-hoc computing: held at the ACM/IFIP/USENIX 8th International Middleware Conference
Evaluating a middleware for crossmedia games
Computers in Entertainment (CIE) - SPECIAL ISSUE: Media Arts
3D interactions between virtual worlds and real life in an e-learning community
Advances in Human-Computer Interaction
On developing a platform for mobile outdoor gaming for children
AmI'11 Proceedings of the Second international conference on Ambient Intelligence
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This work in progress paper presents a particular view for future Networked Multiplayer Games. In our point of view, these applications will include features from pervasive computing, allowing players to enjoy them using different devices, such as PDAs and Mobile Phones, almost anywhere, anytime. These games demand that users playability must be adapted according their context information, such as players location and device. In this document, we call these applications Pervasive Multiplayer Multiplatform Games - PM2G. We present scenarios that show intended characteristics for these games. From these scenarios, we developed two models, an Application and an Usage Model. The former introduces specific PM2G concepts. The latter guides the players' interaction. Finally, we introduce six services that aims to allow PM2G's development and deployment.