Abstract
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.
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Walther, B.K. (2005). Notes on the Methodology of Pervasive Gaming. In: Kishino, F., Kitamura, Y., Kato, H., Nagata, N. (eds) Entertainment Computing - ICEC 2005. ICEC 2005. Lecture Notes in Computer Science, vol 3711. Springer, Berlin, Heidelberg. https://doi.org/10.1007/11558651_47
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DOI: https://doi.org/10.1007/11558651_47
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-540-29034-6
Online ISBN: 978-3-540-32054-8
eBook Packages: Computer ScienceComputer Science (R0)