Pervasive Games

Pervasive Games
Author :
Publisher : CRC Press
Total Pages : 337
Release :
ISBN-10 : 9780080889795
ISBN-13 : 0080889794
Rating : 4/5 (95 Downloads)

Synopsis Pervasive Games by : Markus Montola

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 :
Publisher : Springer
Total Pages : 76
Release :
ISBN-10 : 9783319176321
ISBN-13 : 3319176323
Rating : 4/5 (21 Downloads)

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

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.

Entertainment Computing and Serious Games

Entertainment Computing and Serious Games
Author :
Publisher : Springer
Total Pages : 549
Release :
ISBN-10 : 9783319461526
ISBN-13 : 3319461524
Rating : 4/5 (26 Downloads)

Synopsis Entertainment Computing and Serious Games by : Ralf Dörner

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.

Serious Games

Serious Games
Author :
Publisher : Frontiers Media SA
Total Pages : 132
Release :
ISBN-10 : 9782889669448
ISBN-13 : 2889669440
Rating : 4/5 (48 Downloads)

Synopsis Serious Games by : Carlos Vaz De Carvalho

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

Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications
Author :
Publisher : IGI Global
Total Pages : 1962
Release :
ISBN-10 : 9781605669618
ISBN-13 : 160566961X
Rating : 4/5 (18 Downloads)

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

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

Serious Games

Serious Games
Author :
Publisher : Springer
Total Pages : 429
Release :
ISBN-10 : 9783319406121
ISBN-13 : 3319406124
Rating : 4/5 (21 Downloads)

Synopsis Serious Games by : Ralf Dörner

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”.

Locally Played

Locally Played
Author :
Publisher : MIT Press
Total Pages : 287
Release :
ISBN-10 : 9780262356930
ISBN-13 : 0262356937
Rating : 4/5 (30 Downloads)

Synopsis Locally Played by : Benjamin Stokes

How games can make a real-world difference in communities when city leaders tap into the power of play for local impact. In 2016, city officials were surprised when Pokémon GO brought millions of players out into the public space, blending digital participation with the physical. Yet for local control and empowerment, a new framework is needed to guide the power of mixed reality and pervasive play. In Locally Played, Benjamin Stokes describes the rise of games that can connect strangers across zip codes, support the “buy local” economy, and build cohesion in the fight for equity. With a mix of high- and low-tech games, Stokes shows, cities can tap into the power of play for the good of the group, including healthier neighborhoods and stronger communities. Stokes shows how impact is greatest when games “fit” to the local community—not just in terms of culture, but at the level of group identity and network structure. By pairing design principles with a range of empirical methods, Stokes investigates the impact of several games, including Macon Money, where an alternative currency encouraged people to cross lines of socioeconomic segregation in Macon, Georgia; Reality Ends Here, where teams in Los Angeles competed to tell multimedia stories around local mythology; and Pokémon GO, appropriated by several cities to serve local needs through local libraries and open street festivals. Locally Played provides game designers with a model to strengthen existing networks tied to place and gives city leaders tools to look past technology trends in order to make a difference in the real world.

Pervasive Computing

Pervasive Computing
Author :
Publisher : Springer Science & Business Media
Total Pages : 468
Release :
ISBN-10 : 9781848825994
ISBN-13 : 1848825994
Rating : 4/5 (94 Downloads)

Synopsis Pervasive Computing by : Aboul-Ella Hassanien

The main objective of pervasive computing systems is to create environments where computers become invisible by being seamlessly integrated and connected into our everyday environment, where such embedded computers can then provide inf- mation and exercise intelligent control when needed, but without being obtrusive. Pervasive computing and intelligent multimedia technologies are becoming incre- ingly important to the modern way of living. However, many of their potential applications have not yet been fully realized. Intelligent multimedia allows dynamic selection, composition and presentation of the most appropriate multimedia content based on user preferences. A variety of applications of pervasive computing and - telligent multimedia are being developed for all walks of personal and business life. Pervasive computing (often synonymously called ubiquitous computing, palpable computing or ambient intelligence) is an emerging ?eld of research that brings in revolutionary paradigms for computing models in the 21st century. Pervasive c- puting is the trend towards increasingly ubiquitous connected computing devices in the environment, a trend being brought about by a convergence of advanced el- tronic – and particularly, wireless – technologies and the Internet. Recent advances in pervasive computers, networks, telecommunications and information technology, along with the proliferation of multimedia mobile devices – such as laptops, iPods, personal digital assistants (PDAs) and cellular telephones – have further stimulated the development of intelligent pervasive multimedia applications. These key te- nologiesarecreatingamultimediarevolutionthatwillhavesigni?cantimpactacross a wide spectrum of consumer, business, healthcare and governmental domains.

The Routledge Companion to Games in Architecture and Urban Planning

The Routledge Companion to Games in Architecture and Urban Planning
Author :
Publisher : Routledge
Total Pages : 253
Release :
ISBN-10 : 9780429805707
ISBN-13 : 0429805705
Rating : 4/5 (07 Downloads)

Synopsis The Routledge Companion to Games in Architecture and Urban Planning by : Marta Brković Dodig

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.

Digital Material

Digital Material
Author :
Publisher : Amsterdam University Press
Total Pages : 304
Release :
ISBN-10 : 9789089640680
ISBN-13 : 9089640681
Rating : 4/5 (80 Downloads)

Synopsis Digital Material by : Marianne van den Boomen

This is a compelling study of the often controversial role and meaning of the new media and digital cultures in contemporary society. Three decades of societal and cultural alignment of new media yielded to a host of innovations, trials, and problems, accompanied by versatile popular and academic discourse. "New Media Studies" crystallized internationally into an established academic discipline, which begs the question: where do we stand now; which new issues have emerged now that new media are taken for granted, and which riddles remain unsolved; and, is contemporary digital culture indeed all about 'you', or do we still not really understand the digital machinery and how it constitutes us as 'you'. From desktop metaphors to Web 2.0 ecosystems, from touch screens to bloggging to e-learning, from role-playing games to Cybergoth music to wireless dreams, this timely volume offers a showcase of the most up-to-date research in the field from what may be called a 'digital-materialist' perspective.