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Pervasive Games

Pervasive Games
Author: Markus Montola
Publisher: CRC Press
Total Pages: 337
Release: 2009-06-12
Genre: Art
ISBN: 0080889794

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Games are no longer confined to card tables and computer screens. Emmy award winning games like "The Fallen Alternate Reality Game" (based on the ABC show) or "The Lost Experience" (based on the CBS hit show)- are pervasive games in that they blur traditional boundaries of game play. This book gives game designers the tools they need to create cutting edge pervasive games.


A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Author: Kim J.L. Nevelsteen
Publisher: Springer
Total Pages: 76
Release: 2015-05-08
Genre: Computers
ISBN: 3319176323

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This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.


Pervasive Games

Pervasive Games
Author: Markus Montola
Publisher: CRC Press
Total Pages: 353
Release: 2009-06-12
Genre: Art
ISBN: 1498717306

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Emerging quickly from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like conferences, museums, communities, cities, buildings or other non-traditional game venues...and game designers need to unde


Serious Games

Serious Games
Author: Carlos Vaz De Carvalho
Publisher: Frontiers Media SA
Total Pages: 132
Release: 2021-06-28
Genre: Science
ISBN: 2889669440

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Entertainment Computing and Serious Games

Entertainment Computing and Serious Games
Author: Ralf Dörner
Publisher: Springer
Total Pages: 541
Release: 2016-10-05
Genre: Computers
ISBN: 3319461524

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The aim of this book is to collect and to cluster research areas in the field of serious games and entertainment computing. It provides an introduction and gives guidance for the next generation of researchers in this field. The 18 papers presented in this volume, together with an introduction, are the outcome of a GI-Dagstuhl seminar which was held at Schloß Dagstuhl in July 2015.


Fun and Games

Fun and Games
Author: Panos Markopoulos
Publisher: Springer
Total Pages: 214
Release: 2008-10-08
Genre: Computers
ISBN: 3540883223

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The use of computing technology for entertainment purposes is not a recent p- nomenon. Video game consoles, home computers and other entertainment media have been used widely for more than three decades, and people of all ages are spe- ing an increasing amount of time and money on these technologies. More recent is the rise of a vibrant research community focusing on gaming and entertainment applications. Driven by the growth and the coming of age of the g- ing industry, and by its increasing recognition in the media and the minds of the broader public, the study of computer games, game development and experiences is attracting the interest of researchers from very diverse fields: social sciences, comp- ing, electrical engineering, design, etc. Research of this kind looks to extend the boundaries of gaming technologies. In a relentless drive for innovation, it looks to create and understand an ever increasing range of experiences, and examine how games can provide value for educational, therapeutic and other ‘serious’ purposes. These themes were reflected in the call for participation and eventually the papers accepted for presentation. The Fun n’ Games conference was the second event of a bi-annual series of c- ferences. The first event of the series was held in Preston in 2006 organized by the University of Central Lancashire. Following the success of this event it was decided to run a follow up.


Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications

Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications
Author: Symonds, Judith
Publisher: IGI Global
Total Pages: 1962
Release: 2009-09-30
Genre: Computers
ISBN: 160566961X

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"This publication covers the latest innovative research findings involved with the incorporation of technologies into everyday aspects of life"--Provided by publisher.


Alternate Reality Games and the Cusp of Digital Gameplay

Alternate Reality Games and the Cusp of Digital Gameplay
Author: Antero Garcia
Publisher: Bloomsbury Publishing USA
Total Pages: 352
Release: 2017-04-20
Genre: Games & Activities
ISBN: 1501316257

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Alternate Reality Games (ARGs) challenge what players understand as “real.” Alternate Reality Games and the Cusp of Digital Gameplay is the first collection to explore and define the possibilities of ARGs. Though prominent examples have existed for more than two decades, only recently have ARGs come to the prominence as a unique and highly visible digital game genre. Adopting many of the same strategies as online video games, ARGs blur the distinction between real and fictional. With ARGs continuing to be an important and blurred space between digital and physical gameplay, this volume offers clear analysis of game design, implementation, and ramifications for game studies. Divided into three distinct sections, the contributions include first hand accounts by leading ARG creators, scholarly analysis of the meaning behind ARGs, and explorations of how ARGs are extending digital tools for analysis. By balancing the voices of designers, players, and researchers, this collection highlights how the Alternate Reality Game genre is transforming the ways we play and interact today.


Playing Video Games

Playing Video Games
Author: Peter Vorderer
Publisher: Routledge
Total Pages: 605
Release: 2012-10-12
Genre: Games & Activities
ISBN: 1135257477

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From security training simulations to war games to role-playing games, to sports games to gambling, playing video games has become a social phenomena, and the increasing number of players that cross gender, culture, and age is on a dramatic upward trajectory. Playing Video Games: Motives, Responses, and Consequences integrates communication, psychology, and technology to examine the psychological and mediated aspects of playing video games. It is the first volume to delve deeply into these aspects of computer game play. It fits squarely into the media psychology arm of entertainment studies, the next big wave in media studies. The book targets one of the most popular and pervasive media in modern times, and it will serve to define the area of study and provide a theoretical spine for future research. This unique and timely volume will appeal to scholars, researchers, and graduate students in media studies and mass communication, psychology, and marketing.