Pervasive Games

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Pervasive Games

Author : Markus Montola,Jaakko Stenros,Annika Waern
Publisher : CRC Press
Page : 337 pages
File Size : 53,7 Mb
Release : 2009-06-12
Category : Art
ISBN : 9780080889795

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Pervasive Games by Markus Montola,Jaakko Stenros,Annika Waern Pdf

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

Author : Kim J.L. Nevelsteen
Publisher : Springer
Page : 66 pages
File Size : 43,6 Mb
Release : 2015-05-08
Category : Computers
ISBN : 9783319176321

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A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen Pdf

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

Author : Markus Montola,Jaakko Stenros,Annika Waern
Publisher : CRC Press
Page : 353 pages
File Size : 55,7 Mb
Release : 2009-06-12
Category : Art
ISBN : 9781498717304

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Pervasive Games by Markus Montola,Jaakko Stenros,Annika Waern Pdf

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

Author : Carlos Vaz De Carvalho,Carina Soledad González González,Elvira Popescu,Jože Rugelj
Publisher : Frontiers Media SA
Page : 132 pages
File Size : 50,7 Mb
Release : 2021-06-28
Category : Science
ISBN : 9782889669448

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Serious Games by Carlos Vaz De Carvalho,Carina Soledad González González,Elvira Popescu,Jože Rugelj Pdf

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

Author : Symonds, Judith
Publisher : IGI Global
Page : 1962 pages
File Size : 53,9 Mb
Release : 2009-09-30
Category : Computers
ISBN : 9781605669618

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Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications by Symonds, Judith Pdf

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

ECGBL2015-9th European Conference on Games Based Learning

Author : Robin Munkvold and Line Kolås
Publisher : Academic Conferences and publishing limited
Page : 826 pages
File Size : 45,7 Mb
Release : 2015-09-18
Category : Computers
ISBN : 9781910810583

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ECGBL2015-9th European Conference on Games Based Learning by Robin Munkvold and Line Kolås Pdf

Alternate Reality Games and the Cusp of Digital Gameplay

Author : Antero Garcia,Greg Niemeyer
Publisher : Bloomsbury Publishing USA
Page : 352 pages
File Size : 52,9 Mb
Release : 2017-04-20
Category : Games & Activities
ISBN : 9781501316258

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Alternate Reality Games and the Cusp of Digital Gameplay by Antero Garcia,Greg Niemeyer Pdf

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.

Fun and Games

Author : Panos Markopoulos,Wijnand IJsselsteijn,Duncan Rowland
Publisher : Springer
Page : 203 pages
File Size : 42,8 Mb
Release : 2008-10-08
Category : Computers
ISBN : 9783540883227

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Fun and Games by Panos Markopoulos,Wijnand IJsselsteijn,Duncan Rowland Pdf

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.

Entertainment Computing and Serious Games

Author : Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig
Publisher : Springer
Page : 541 pages
File Size : 49,6 Mb
Release : 2016-10-05
Category : Computers
ISBN : 9783319461526

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Entertainment Computing and Serious Games by Ralf Dörner,Stefan Göbel,Michael Kickmeier-Rust,Maic Masuch,Katharina Zweig Pdf

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.

The Routledge Companion to Games in Architecture and Urban Planning

Author : Marta Brković Dodig,Linda N. Groat
Publisher : Routledge
Page : 253 pages
File Size : 47,6 Mb
Release : 2019-11-25
Category : Architecture
ISBN : 9780429805707

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The Routledge Companion to Games in Architecture and Urban Planning by Marta Brković Dodig,Linda N. Groat Pdf

The Routledge Companion to Games in Architecture and Urban Planning aims to identify and showcase the rich diversity of games, including: simulation games, game-like approaches, game scenarios, and gamification processes for teaching/learning, design and research in architecture and urban planning. This collection creates an opportunity for exchange and reflection on games in architecture and urban planning. Theoretical discussions, descriptive accounts, and case studies presenting empirical evidence are featured; combined with reflections, constructive critical analysis, discussions of connections, and various influences on this field. Twenty-eight international contributors have come together from eleven countries and five continents to present their studies on games in architecture and urban planning, pose new questions, and advocate for innovative perspectives.

10th European Conference on Games Based Learning

Author : Anonim
Publisher : Academic Conferences and publishing limited
Page : 128 pages
File Size : 48,6 Mb
Release : 2024-06-15
Category : Electronic
ISBN : 9781911218098

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10th European Conference on Games Based Learning by Anonim Pdf

Serious Games

Author : Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer
Publisher : Springer
Page : 421 pages
File Size : 42,7 Mb
Release : 2016-08-25
Category : Computers
ISBN : 9783319406121

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Serious Games by Ralf Dörner,Stefan Göbel,Wolfgang Effelsberg,Josef Wiemeyer Pdf

This textbook provides an introduction to the fundamentals of serious games, which differ considerably from computer games that are meant for pure entertainment. Undergraduate and graduate students from various disciplines who want to learn about serious games are one target group of this book. Prospective developers of serious games are another, as they can use the book for self-study in order to learn about the distinctive features of serious game design and development. And ultimately, the book also addresses prospective users of serious game technologies by providing them with a solid basis for judging the advantages and limitations of serious games in different application areas such as game-based learning, training and simulation or games for health. To cater to this heterogeneous readership and wide range of interests, every effort was made to make the book flexible to use. All readers are expected to study Chapter 1, as it provides the necessary basics and terminology that will be used in all subsequent chapters. The eleven chapters that follow cover the creation of serious games (design, authoring processes and tools, content production), the runtime context of serious games (game engines, adaptation mechanisms, game balancing, game mastering, multi-player serious games), the effects of serious games and their evaluation (player experience, assessment techniques, performance indicators), and serious games in practice (economic aspects, cost-benefit analysis, serious game distribution). To familiarize the readers with best practice in this field, the final chapter presents more than 30 selected examples of serious games illustrating their characteristics and showcasing their practical use. Lecturers can select chapters in a sequence that is most suitable for their specific course or seminar. The book includes specific suggestions for courses such as “Introduction to Serious Games”, “Entertainment Technology”, “Serious Game Design”, “Game-based Learning”, and “Applications of Serious Games”.

ICTs for Mobile and Ubiquitous Urban Infrastructures: Surveillance, Locative Media and Global Networks

Author : Firmino, Rodrigo J.,Duarte, Fabio,Ultramari, Clovis
Publisher : IGI Global
Page : 406 pages
File Size : 45,9 Mb
Release : 2010-10-31
Category : Business & Economics
ISBN : 9781609600532

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ICTs for Mobile and Ubiquitous Urban Infrastructures: Surveillance, Locative Media and Global Networks by Firmino, Rodrigo J.,Duarte, Fabio,Ultramari, Clovis Pdf

"This book investigates how a shift to a completely urban global world woven together by ubiquitous and mobile ICTs changes the ontological meaning of space, and how the use of these technologies challenges the social and political construction of territories and the cultural appropriation of places"--Provided by publisher.

Encyclopedia of Video Games [2 volumes]

Author : Mark J. P. Wolf
Publisher : Bloomsbury Publishing USA
Page : 991 pages
File Size : 55,7 Mb
Release : 2012-08-16
Category : Social Science
ISBN : 9798216161813

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Encyclopedia of Video Games [2 volumes] by Mark J. P. Wolf Pdf

This encyclopedia collects and organizes theoretical and historical content on the topic of video games, covering the people, systems, technologies, and theoretical concepts as well as the games themselves. This two-volume encyclopedia addresses the key people, companies, regions, games, systems, institutions, technologies, and theoretical concepts in the world of video games, serving as a unique resource for students. The work comprises over 300 entries from 97 contributors, including Ralph Baer and Nolan Bushnell, founders of the video game industry and some of its earliest games and systems. Contributing authors also include founders of institutions, academics with doctoral degrees in relevant fields, and experts in the field of video games. Organized alphabetically by topic and cross-referenced across subject areas, Encyclopedia of Video Games: The Culture, Technology, and Art of Gaming will serve the needs of students and other researchers as well as provide fascinating information for game enthusiasts and general readers.