Pervasive Games

Download Pervasive Games PDF Online Free

Author :
Release : 2009-06-12
Genre : Art
Kind :
Book Rating : 794/5 ( reviews)

Pervasive Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Pervasive Games write by Markus Montola. This book was released on 2009-06-12. Pervasive Games available in PDF, EPUB and Kindle. 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

Download A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games PDF Online Free

Author :
Release : 2015-05-08
Genre : Computers
Kind :
Book Rating : 323/5 ( reviews)

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games write by Kim J.L. Nevelsteen. This book was released on 2015-05-08. A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games available in PDF, EPUB and Kindle. 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

Download Entertainment Computing and Serious Games PDF Online Free

Author :
Release : 2016-10-05
Genre : Computers
Kind :
Book Rating : 524/5 ( reviews)

Entertainment Computing and Serious Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Entertainment Computing and Serious Games write by Ralf Dörner. This book was released on 2016-10-05. Entertainment Computing and Serious Games available in PDF, EPUB and Kindle. 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

Download Serious Games PDF Online Free

Author :
Release : 2021-06-28
Genre : Science
Kind :
Book Rating : 440/5 ( reviews)

Serious Games - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Serious Games write by Carlos Vaz De Carvalho. This book was released on 2021-06-28. Serious Games available in PDF, EPUB and Kindle.

Locally Played

Download Locally Played PDF Online Free

Author :
Release : 2020-04-07
Genre : Games & Activities
Kind :
Book Rating : 937/5 ( reviews)

Locally Played - read free eBook in online reader or directly download on the web page. Select files or add your book in reader. Download and read online ebook Locally Played write by Benjamin Stokes. This book was released on 2020-04-07. Locally Played available in PDF, EPUB and Kindle. 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.