2005 | OriginalPaper | Buchkapitel
Notes on the Methodology of Pervasive Gaming
verfasst von : Bo Kampmann Walther
Erschienen in: Entertainment Computing - ICEC 2005
Verlag: Springer Berlin Heidelberg
Aktivieren Sie unsere intelligente Suche, um passende Fachinhalte oder Patente zu finden.
Wählen Sie Textabschnitte aus um mit Künstlicher Intelligenz passenden Patente zu finden. powered by
Markieren Sie Textabschnitte, um KI-gestützt weitere passende Inhalte zu finden. powered by
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.