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Pervasive Games

description91 papers
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lightbulbAbout this topic
Pervasive games are interactive experiences that blend digital and physical environments, engaging players in real-world contexts. These games utilize technology to enhance gameplay, often encouraging social interaction and exploration of public spaces, while challenging traditional boundaries of gaming by integrating game mechanics into everyday life.
lightbulbAbout this topic
Pervasive games are interactive experiences that blend digital and physical environments, engaging players in real-world contexts. These games utilize technology to enhance gameplay, often encouraging social interaction and exploration of public spaces, while challenging traditional boundaries of gaming by integrating game mechanics into everyday life.

Key research themes

1. How can pervasive games blur the boundaries between everyday life and gameplay to create immersive, consequential player experiences?

This research theme investigates how pervasive games integrate play with daily routines and physical spaces, resulting in hybrid experiences that challenge traditional separations between 'game world' and 'real world.' Understanding this boundary blurring is crucial as it affects player engagement, social interactions, risk-taking behaviors, and the overall meaning and impact of pervasive games on players' lives.

Key finding: Through qualitative interviews with Ingress players, this study found that pervasive games partially blur the boundaries between everyday activities and gameplay by integrating game practices into daily life and mobility... Read more
Key finding: This paper analyzes Blast Theory’s A Machine to See With, a pervasive game that blends fictional crime narratives with real urban environments through mobile phones. The study shows how corporeal involvement and mobile... Read more
Key finding: Building on the Ingress case, this paper details empirical evidence on how pervasive games challenge the magic circle by spawning fluid exchanges between play and everyday life, emphasizing the spatial, temporal, and social... Read more

2. What design principles and frameworks effectively guide the creation of serious or educational location-based pervasive games?

This research theme focuses on identifying methodological approaches, design guidelines, and frameworks that underpin the development of pervasive games aimed at learning and serious applications. It seeks to optimize player engagement, learning outcomes, and contextual integration by leveraging insights from game design theories, cognitive load principles, and technological affordances tied to real-world locations.

Key finding: The paper articulates foundational game design principles specifically for serious mobile location-based games, synthesizing empirical phenomena into guidelines that balance fun, pedagogy, and reality. It underscores the... Read more
Key finding: Drawing from a series of workshops and case studies like MuseUs and Candy Castle, this work identifies theoretical foundations including cognitive load theory and sociocultural learning models that inform the design of... Read more
Key finding: By analyzing player motivation and behavior in Ingress through surveys and participatory workshops, this paper refines the Pervasive Game Design Framework (PGDF), detailing seven core dimensions (including pervasive context... Read more

3. How can technological architectures and system models support the dynamic, context-aware nature of pervasive games in ubiquitous environments?

This theme explores the system-level and application model challenges in pervasive computing contexts that underpin pervasive games. It addresses how software and hardware platforms can enable device-neutral, adaptive applications that recognize context, maintain seamless interactions, and provide scalable, real-time processing of sensor data to sustain pervasive gameplay across heterogeneous environments and devices.

Key finding: The paper proposes a new application model where devices are portals, applications execute tasks independent of device specifics, and the computing environment equates to an augmented physical space. This model supports... Read more
Key finding: This work details a layered architecture for context inference in mobile devices enhanced with sensor arrays, highlighting the challenges of noisy data, resource constraints, and latency. It presents a system (UPCASE) that... Read more
Key finding: Introducing a comprehensive systematization of location-based games along technological, conceptual, and spatial-temporal dimensions, this paper provides a structured design method for new games by varying these parameters.... Read more

All papers in Pervasive Games

We present the design process and evaluation of a pervasive, location-based mobile game created to act as an experiment system and allow evaluation of how different design elements can influence player behaviour, using social interaction... more
The rise of videogames in our culture has caused that they are no longer seen as simple games for kids and have spread to all the segments of population. The use of videogames by elderly people can help to improve their quality of life,... more
Short reviews of articles about net art and net conditions (published on the net without paywalls). The reviews in chronological order were a part of IASLonline Lessons in NetArt. Links refer to texts with informations on the history of... more
The rapid rise of mobile gaming has led to a growing interest in game modification, particularly in the context of popular games like Carrom Pool. This paper explores the phenomenon of mod APKs within mobile gaming, using Carrom Pool as a... more
Pervasive gaming has the potential of transforming the home into a persuasive environment in which the user can learn about appliances and their electricity consumption. Power Explorer is a mobile game with a special sensing approach that... more
Computer graphics and early computer art are practically of the same age as computers. Since the moment when graphical output devices became available people started to use them for experiments in art. This paper attempts to analyze the... more
Welcome to the proceedings of the first edition of "Computation, Communication, Aesthetics, and X". Beginnings are always accompanied by excitement and enthusiasm, which in our case were furtherly fed by the overwhelming response that we... more
Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into... more
Critical making is an approach to scholarship which combines discursive methods with creative practices. The concept has recently gained traction in the digital humanities, where scholars are looking for ways of integrating making into... more
This paper primarily dwells on graphics created using computers. Computer Graphics could generally be described as graphics created using computers and, more generally, the representation and manipulation of image data by a computer. The... more
IncreTable is a mixed-reality tabletop game inspired by The Incredible Machine . Users can combine real and virtual game pieces in order to solve puzzles in the game. Game actions include placing virtual domino blocks with digital pens,... more
What determines the life span of a complex autonomous system? We expect that objects of this kind, which some view as testaments of contemporary culture, will survive into the future. After a few decades of experimentation with data... more
This paper presents the analysis of two poles in the spectrum of image creation: the primal drawing process and the coding process in the field of generative design. The reflection upon these design processes is conducted in order to... more
The resurgence of art-tech optimism in the early 1990s, exemplified by CEAIT (and a few other non-institutionalized projects), was not obviously predictable. According to conventional narratives of the art and technology movement (McCray,... more
Paper presented at the invitation of Prof. Jana Horákova, Masaryk University Brno (Faculty of Musicology/Media Studies) as part of the accompanying program for the exhibition Computer Graphic Re-visited 2.0 at Brno House of Arts.
A prática de jogos digitais e a expansão do círculo mágico no contexto da Midiatização The practice of digital games and the expansion of the magic circle in the context of Mediatization La práctica de los juegos digitales y la expansión... more
In the heady discourse following the launch of Pokémon Go, many of the game’s influences, histories and precursors were forgotten or over-looked. Against the newness in which Pokémon Go is often framed, this article re-contextualises its... more
El presente trabajo tiene como objetivo principal ofrecer una visión específica sobre los retos de diseño de juegos pervasivos potenciando tres pilares básicos en ellos: uso de distintas fuentes de información, diversidad del área de... more
We present the design process and evaluation of a pervasive, location-based mobile game created to act as an experiment system and allow evaluation of how different design elements can influence player behaviour, using social interaction... more
/biography 'Digital Art' practice often suggests an over emphasis upon applications rather than objects, reproduction over authenticity. Can 'New Media' be considered within a fine-art framework, or should it be considered as a separate... more
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
Pervasive computing has become a key part of building applications that use fun as a motivating component, this is because it allows the exploration of new interaction schemes by making the concept of space and time ambiguous and... more
Since the 1960s, artists and programmers have used computers to create prints, drawings, paintings, photographs and digital artworks. This display celebrated 50 years and more of computer-generated art, exploring aspects of chance and... more
Digital literature has given rise to an amalgamation of traditional literature with technology that leads us to enhanced text. It is a new form of literature that is read through clutters, gutters, and the touch of the screen rather than... more
One of the most interesting-if frustrating-aspects of charting the history of computer art is trying to understand the intersections of specific technologies and artistic experimentation. It is rarely as clearcut as a simple linear... more
This technical note illustrates the graphic techniques used to generate the cover of this issue. It should br ead in conjunction with the paper on WINSOM1 which describes the computer program used to generate the computer sculptures.
Many virtual and mixed reality games focus on single player experiences. In this paper, we describe the concept and prototype implementation of a mixed reality multiplayer game that can be played with a smartphone and an HMD in outdoor... more
By considering the evolution of some technical aspects of lm culture and industry, the idea was on the one hand to concentrate on the role and place of mechanical aspects in our discipline, and on the other hand to demonstrate how... more
In conceptual art, the idea is not only starting point and motivation for the material work, it is often considered the work itself. In algorithmic art, thinking the process of generating the image as one instance of an entire class of... more
Brief Project Description (do not exceed space given below) I propose to use the Rockefeller fellowship to develop and expand two parallel tracks: One is life performances Controlling Laser Disk, Quick Time Movies or Camera input with my... more
The elderly population has grown significantly in recent years, requiring strategies focused on promoting active aging to improve health and well-being. It may be achieved in many ways, including using technology for this population. We... more
Computer-generated animations are going to be a powerful design medium. During the last two years, we have created more than 10 animated films by using the computer. The purpose of animation varies as the case, however it is always... more
This contemporary art rivals the work of human artists in complexity, invention, and especially in abundance, and is possibly the most exciting art being produced today. The creation of a generative work of art consists of three steps: 1.... more
Buchrezension: Christoph Klütsch: "Computergrafik. Ästhetische Experimente zwischen zwei Kulturen. Die Anfänge der Computerkunst in den 1960er Jahren". Springer. Wien NewYork, 2007
Welcome to the proceedings of the first edition of "Computation, Communication, Aesthetics, and X". Beginnings are always accompanied by excitement and enthusiasm, which in our case were furtherly fed by the overwhelming response that we... more
New media forms intensify the effects of modern technology on both artistic production and its canonical scholarly reception. Indeed, advancements in computational technologies may have transcended the perspective of a mechanical era,... more
Can the brain hear itself? The localization of acoustic stimuli and of our surroundings is among other things sensed through the phase difference between the ears. Even the movement of the head is involved in this process of identifying... more
Cybernetics was a subject that captured the attention of some of the sharpest minds in the USA and UK from the 1940s onwards. For me, in my previous role as an architect and designer, cybernetics played a key part in solving the... more
Computation existed long before the computer—and there were artists, seduced by the beauty of mathematics, who integrated computation into their creative endeavors. With the advent of the digital machine, the relation between aesthetic... more
We present the design process and evaluation of a pervasive, location-based mobile game created to act as an experiment system and allow evaluation of how different design elements can influence player behaviour, using social interaction... more
New media forms intensify the effects of modern technology on both artistic production and its canonical scholarly reception. Indeed, advancements in computational technologies may have transcended the perspective of a mechanical era,... more
This paper reviews the history, concepts, state-of-the-art, and future directions of the use of man-compater graphics for computer-aided design. Computer-aided design is based OII a real-he graphical dislogw between the man and the... more
This paper reports on an ongoing study of the long-term deployment of a location-based mobile game “If ... in Monemvasia”. The game is played by groups of pupils that visit the historical fortress town Monemvasia in the south east... more
In conceptual art, the idea is not only starting point and motivation for the material work, it is often considered the work itself. In algorithmic art, thinking the process of generating the image as one instance of an entire class of... more
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