Pervasive Games
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Transcript of Pervasive Games
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Pervasive Games
Johnny Hopkins
April 9, 2007ITIS 6410 Ubiquitous Computing
Dr. Heather Richter
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Video: Human Pacman
http://www.youtube.com/watch?v=aYtKR0SoBMU
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Video: ZouMa 101
http://www.youtube.com/watch?v=NM4AA9DOq0w
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Topics
What is a pervasive game? Types of games Papers:
Magerkurth (2005) Benford (2005) Walther (2005)
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Pervasive Games: Definition
“Pervasive gaming implies the construction and enacting of augmented and and/or embedded game worlds that reside on the threshold between tangible and immaterial space, which may further include adaptronics, embedded software, and information systems in order to facilitate a 'natural' environment for gameplay that ensures the explicitness of computational procedures in a post-screen setting.” (Walther 2005)
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Pervasive Games: Definition
Translation: Get the player away from the PC and put them in the real world.
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Pervasive Games: Types
From Walther (2005): Mobile game Location-based game Ubiquitous game Virtual realities games Augmented reality/mixed reality Adaptronic games
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Pervasive Games: Types
From Magerkurth (2005): Smart Toys Affective gaming Augmented tabletop games Location-aware
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Pervasive Games: Examples
AR Quake Can You See Me Now Human Pacman Majestic (EA Games) Gangs of GDC (Game Developer's
Conference 2007-San Francisco)
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Pervasive Games: Magerkurth
Magerkurth (2005) Gives an interview and overview of the field Genres and tools
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Pervasive Games: Benford
Benford (2005) Briefer introduction to pervasive games
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Pervasive Games: Walther
Walther (2005) Methodology paper Defines four axes of pervasive games
Distribution Mobility Persistence Transmediality
Defines three key units of pervasive games Game rules Game entities Game mechanics
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Issues from the Papers
Architecture issues Collaboration issues Hardware issues Software issues Ethics
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Questions
Could pervasive games be viable in a competitive gaming industry and market?
Could current game developement/design tools be used to create these games?
Does the concept of pervasive games fit with Weisner's vision of ubiquitous computing?
What about the impact of serious games on pervasive games?
How do we solve many of the infrastructure issues in pervasive gaming?