Book Cover
E-book
Author Montola, Markus.

Title Pervasive games : theory and design / Markus Montola, Jaakko Stenros, and Annika Waern
Published Burlington, MA : Morgan Kaufmann Publishers, [2009]
©2009
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Description 1 online resource (xxiii, 312 pages) : illustrations
Contents Introduction -- Case A: Killer: The Game of Assassination -- Chapter 1: Games and Pervasive Games -- Case B: The Beast; Chapter 2: Pervasive Game Genres -- Case C: Shelby Logan's Run -- Chapter 3: Historical Influences on Pervasive Games -- Case D: Botfighters -- Chapter 4: Designing Spatial Expansion -- Case E: TBD -- Chapter 5: Designing Temporal Expansion -- Case F: Momentum -- Chapter 6: Designing Social Expansion -- Case G: Pac-Manhattan -- Chapter 7: Pervasive Game Design Strategies -- Case H: Epidemic Menace -- Chapter 8: Information Technology in Pervasive Games -- Case I: Insectopia -- Chapter 9: Pervasive Games on Mobile Phones -- Case J: Vem Gr̄ter -- Chapter 10: The Ethics of Pervasive Games -- Case K: REXplorer -- Chapter 11: Marketing the Category of Pervasive Games -- Case L: Uncle Roy All Around You -- Chapter 12: Art and Politics of Pervasive Games -- Case M: The Amazing Race -- Chapter 13: Pervasive Games in Media Culture -- Appendix A: Information Technologies for Appendix B: References
Summary Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.-Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible.-Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others
Notes "International Game Developers Association."--Cover
Bibliography Includes bibliographical references (pages 286-298) and index
Notes Description based on print version record
Subject Alternate reality games -- Design.
Fantasy games -- Design.
Ubiquitous computing.
Form Electronic book
Author Stenros, Jaakko.
Wærn, Annika, 1960-
International Game Developers Association.
ISBN 0080889794 (electronic bk.)
0123748534
9780080889795 (electronic bk.)
9780123748539