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Pervasive games: giving a meaning based on the player experience

Published: 25 September 2017 Publication History

Abstract

The evolution of technologies has allowed that every day more and more games are available on our mobile devices. These games have evolved in many ways depending on their field of application. Thus, one of those kinds of games is pervasive games (PG). Each one of those fields has its own features and targets, which is the reason why researchers have defined pervasive games in many different ways. This is comprehensible from a technical point of view because each research field needs to implement their own properties. In this paper, we present a general overview of the meaning of pervasive games in different areas in order to check and collect their particularities. We also give a conceptual relationship diagram and a general definition that considers the user's pervasive experience found in the results of game experience design.

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cover image ACM Other conferences
Interacción '17: Proceedings of the XVIII International Conference on Human Computer Interaction
September 2017
268 pages
ISBN:9781450352291
DOI:10.1145/3123818
© 2017 Association for Computing Machinery. ACM acknowledges that this contribution was authored or co-authored by an employee, contractor or affiliate of a national government. As such, the Government retains a nonexclusive, royalty-free right to publish or reproduce this article, or to allow others to do so, for Government purposes only.

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 25 September 2017

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Author Tags

  1. meaning of pervasive game
  2. pervasive games
  3. user experience

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  • Short-paper

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  • Ministry of Economy and Competitiveness of Spain

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Interacción '17

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Overall Acceptance Rate 109 of 163 submissions, 67%

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  • (2024)Meaningful learning: motivations of older adults in serious gamesUniversal Access in the Information Society10.1007/s10209-023-00987-y23:4(1689-1704)Online publication date: 1-Nov-2024
  • (2023)The effect of a location-based game for university transition: Comparing learning outcomes and intrinsic motivation of students in different disciplinesEducation and Information Technologies10.1007/s10639-023-12155-z29:7(8465-8492)Online publication date: 29-Aug-2023
  • (2023)Designing Pervasive Games Oriented Towards the Elderly: A Case StudyInformation and Communication Technologies for Ageing Well and e-Health10.1007/978-3-031-37496-8_13(234-255)Online publication date: 14-Jul-2023
  • (2022)Working Attention, Planning and Social Skills Through Pervasive Games in Interactive SpacesIEEE Transactions on Learning Technologies10.1109/TLT.2022.315599315:1(119-136)Online publication date: 1-Feb-2022
  • (2022)Requirements for Location-Based Games for Social InteractionIEEE Transactions on Games10.1109/TG.2021.307883414:3(377-390)Online publication date: Sep-2022
  • (2022) Autonomy of experience: time, space, path and place as blended artistic methodology in M A P , an online, interactive poetry experience International Journal of Performance Arts and Digital Media10.1080/14794713.2022.210327918:2(249-262)Online publication date: 21-Jul-2022
  • (2022)Digital Technologies to Encourage e-Participation in Urban RegenerationUrban Regeneration and Community Empowerment Through ICTs10.1007/978-3-030-97755-9_2(21-44)Online publication date: 11-Aug-2022
  • (2021)Why Playing Augmented Reality Games Feels Meaningful to Players? The Roles of Imagination and Social ExperienceComputers in Human Behavior10.1016/j.chb.2021.106816(106816)Online publication date: Apr-2021
  • (2020)Serious Pervasive GamesFrontiers in Computer Science10.3389/fcomp.2020.000302Online publication date: 31-Aug-2020
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