Skip to main content

Notes on the Methodology of Pervasive Gaming

  • Conference paper
Entertainment Computing - ICEC 2005 (ICEC 2005)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 3711))

Included in the following conference series:

Abstract

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.

Categories and Subject Descriptors: H.5.1 [Multimedia Information Systems]: Artificial, augmented, and virtual realities.

General Terms: Performance, Human Factors, Theory.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 84.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Balazinska, M., Balakrishnan, H.: Twine: A Scalable Peer-to-Peer Architecture for Intentional Resource Discovery (2001), http://sow.csail.mit.edu/2001/

  2. Benford, S., et al.: Coping With Uncertainty in a Location-Based Game, pp. 1268–1536. EEE CS and IEEE ComSoc. (2003)

    Google Scholar 

  3. Bricker, P.: The Fabric of Space. In: Midwest Studies in Philosophy XVIII. Norte Dame University Press, Notre Dame (1993)

    Google Scholar 

  4. Bøgh Andersen, P.: Pervasive Computing and Space. In: Kecheng, L., Clarke, R.J., Andersen, P.B., Stamper, R., El-Sayed, A.-Z. (eds.) Organizational Semiotics: evolving a science of information systems. IFIP TC8/WG8. 1 working conference of organizational semiotics, Montreal, Quebec, Canada, July 23-25, pp. 133–152. Kluwer, Dordrecht (2002)

    Chapter  Google Scholar 

  5. Ishii, H., Ullmer, B.: Tangible Bits: Towards Seamless Interfaces between People, Bits and Atoms. In: The Proceedings of CHI 1997, March 22-27 (1997)

    Google Scholar 

  6. Jenkins, H.: Transmedia Storytelling, Technology Review (January 2003)

    Google Scholar 

  7. Juul, J.: The Game, the Player, the World: Looking for a Heart of Gameness. In: Copier, M., Raessens, J. (eds.) Level Up: Digital Games Research Conference Proceedings, pp. 30–45. Universiteit Utrecht, Utrecht (2003)

    Google Scholar 

  8. Lindley, C.: Trans-Reality Gaming. In: Proceedings of the Second Annual International Workshop in Computer Game Design and Technology, Liverpool John Moores University, UK, November 15-16 (2004)

    Google Scholar 

  9. Lundgren, S., Björk, S.: Game Mechanics: Describing Computer-Augmented Games in Terms of Interaction (2004), Retrieved from http://www.playresearch.com

  10. Nielsen, A.V.: A Space Odyssey. K & K 82 (1996)

    Google Scholar 

  11. Searle, J.: The Construction of Social Reality. The Free Press, New York (1995)

    Google Scholar 

  12. Walther, B.K.: Gaming and Playing. Game Studies 3(1) (2003a)

    Google Scholar 

  13. Walther, B.K.: La représentation de l’espace dans les jeux vidéo: géné-alogie, classification et réflexions. In: Roustan, M. (ed.) La pratique du jeu vidéo. Réalité ou virtualité, Paris (2003b)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2005 IFIP International Federation for Information Processing

About this paper

Cite this paper

Walther, B.K. (2005). Notes on the Methodology of Pervasive Gaming. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds) Entertainment Computing - ICEC 2005. ICEC 2005. Lecture Notes in Computer Science, vol 3711. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11558651_47

Download citation

  • DOI: https://doi.org/10.1007/11558651_47

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-540-29034-6

  • Online ISBN: 978-3-540-32054-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics