skip to main content
10.1145/3233824.3233862acmotherconferencesArticle/Chapter ViewAbstractPublication PagesinteraccionConference Proceedingsconference-collections
research-article

GeoPGD: Proposed methodology for the Implementation of Geolocated Pervasive Games

Published: 12 September 2018 Publication History

Abstract

Many experiences have been applied with games in different areas of knowledge to obtain better results or to simply increase motivation or attract potential users. This is the case of the learning processes in the educational context, or in the rehabilitation of patients in the health context. Currently, there are new technologies that have allowed to advance in the design and development of this kind of games. The so-called Pervasive Games (PG) have not been the exception, and by mixing elements of traditional games with elements of reality, objects, characters, scenarios, etc., the PG has achieved a high point in motivation and experience of user. However, previous studies have identified the need for a methodology that directs each phase of the creation of pervasive gaming experiences due to the special characteristics that these games have. This paper presents a methodology that is integrated with the design of the pervasive narrative as the core of the geolocated game experience. This methodology presents different general components that incorporate the elements of the game, the visions of the game world and the pervasive devices together with the interaction between them. In addition, a specific gaming experience is implemented that shows positive results in the learning of basic programming concepts in the first semester students of computer engineering.

References

[1]
C. Magerkurth, A. D. Cheok, R. L. Mandryk, and T. Nilsen, "Pervasive Games: Bringing Computer Entertainment Back to the Real World," ACM Comput. Entertain., vol. 3, no. 3, pp. 1--19, 2005.
[2]
N. Shadbolt, "Ambient Intelligence," IEEE Intell. Syst., vol. 18, no. 4, pp. 2--3, 2003.
[3]
P. Remagnino and G. L. Foresti, "Ambient intelligence: A new multidisciplinary paradigm," IEEE Trans. Syst. Man, Cybern. Part ASystems Humans., vol. 35, no. 1, pp. 1--6, 2005.
[4]
M. Montola, "Exploring the edge of the magic circle: Defining pervasive games," Proc. DAC, vol. 1966, pp. 16--19, 2005.
[5]
S. Albertarelli, F. Dassenno, L. Galli, and G. Pasceri, "The Rise of Serious Games and Gamified Application in Software Development," Proc. - 2nd ACM Int. Conf. Mob. Softw. Eng. Syst. MOBILESoft 2015, pp. 172--173, 2015.
[6]
A. B. Saavedra, F. J. Á. Rodríguez, J. M. Arteaga, R. S. Salgado, and C. A. C. Ordoñez, "A Serious Game Development Process Using Competency Approach: Case Study: Elementary School Math," Proc. XV Int. Conf. Hum. Comput. Interact., no. Interaction, p. 99:1--99:9, 2014.
[7]
N. Padilla-Zea, N. M. Medina, F. L. Gutiérrez Vela, P. Paderewski, and C. A. Collazos, "PLAGER-VG: platform for managing educational multiplayer video games," Multimed. Tools Appl., 2017.
[8]
V. Kasapakis and D. Gavalas, "Blending History and Fiction in a Pervasive Game Prototype," 13th Int. Conf. Mob. Ubiquitous Multimed., pp. 116--122, 2014.
[9]
J. Arango-López, C. A. Collazos, F. L. Gutiérrez Vela, and L. F. Castillo, "A Systematic Review of Geolocated Pervasive Games: A Perspective from Game Development Methodologies, Software Metrics and Linked Open Data," in Design, User Experience, and Usability: Theory, Methodology, and Management, 2017, pp. 335--346.
[10]
J. Arango-López, J. Gallardo, F. L. Gutiérrez, E. Cerezo, E. Amengual, and R. Valera, "Pervasive games: Giving a Meaning Based on the Player Experience," in Interacción 2017, 2017, pp. 1--4.
[11]
J. Arango-López, F. L. Gutiérrez Vela, C. A. Collazos, and F. Moreira, "Modeling and Defining the Pervasive Games and Its Components from a Perspective of the Player Experience," in Worldcist 2018. Advances in Intelligent Systems and Computing, 2018, vol. 476, pp. 625--635.
[12]
N. Padilla-Zea, F. L. Gutiérrez, J. R. López-Arcos, A. Abad-Arranz, and P. Paderewski, "Modeling storytelling to be used in educational video games," Comput. Human Behav., vol. 31, no. 1, pp. 461--474, 2014.
[13]
C. Stach and L. F. M. Schlindwein, "-- Candy Castle -- A Prototype for Pervasive Health Games," in IEEE International Conference on Pervasive Computing and Communications Workshops, 2012, pp. 501--503.
[14]
L. Valente and B. Feijó, "Extending use cases to support activity design in pervasive mobile games," Brazilian Symp. Comput. Games Digit. Entertain. Extending, pp. 193--201, 2014.
[15]
J. R. López-arcos and F. L. Gutiérrez Vela, "Introducing an interactive story in a geolocalized experience," Int. Conf. Proc. Ser., 2016.
[16]
Y. A. Sekhavat, "KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks," Int. J. Comput. Games Technol., vol. 2016, 2016.
[17]
K. Desai, K. Bahirat, S. Ramalingam, B. Prabhakaran, T. Annaswamy, and U. E. Makris, "Augmented reality-based exergames for rehabilitation," Proc. 7th Int. Conf. Multimed. Syst. - MMSys '16, pp. 1--10, 2016.
[18]
V. Kasapakis and D. Gavalas, "Geolocative Raycasting for RealTime Buildings Detection in Pervasive Games," Annu. Work. Netw. Syst. Support Games, vol. 2016-Janua, pp. 9--11, 2016.
[19]
I. T. Paraskevopoulos, E. Tsekleves, A. Warland, and C. Kilbride, "Virtual reality-based holistic framework: A tool for participatory development of customised playful therapy sessions for motor rehabilitation," 2016 8th Int. Conf. Games Virtual Worlds Serious Appl. VS-Games 2016, 2016.
[20]
C. Zimmerer and M. Fischbach, "Fusion of Mixed Reality Tabletop and Location-Based Applications for Pervasive Games," Ninth ACM Int. Conf. Interact. Tabletops Surfaces, pp. 427--430, 2014.
[21]
K. Schwaber, "SCRUM Development Process," Bus. Object Des. Implement., no. April 1987, pp. 117--134, 1997.
[22]
R. Al-Azawi, A. Ayesh, and M. Al Obaidy, "Towards Agent-based Agile approach for Game Development Methodology," 2014 World Congr. Comput. Appl. Inf. Syst. WCCAIS 2014, 2014.
[23]
M. W. Jr, P. Sathiyanarayanan, M. Nagappan, T. Zimmermann, and C. Bird, "'What Went Right and What Went Wrong': An Analysis of 155 Postmortems from Game Development," Proc. 38th Int. Conf. Softw. Eng. (ICSE 2016 SEIP Track), 2016.
[24]
C. Politowski, L. Fontoura, F. Petrillo, and Y.-G. Guéhéneuc, "Are the old days gone? A survey on actual software engineering processes in video game industry," Proc. 5th Int. Work. Games Softw. Eng. (GAS '16, conjunction with ICSE 2016), Austin (TX), USA, 16 May\, 2016, pp. 22--28, 2016.
[25]
E. Amengual Alcover, A. Jaume-i-capó, and B. Moyà-alcover, "A Process Framework for Serious Games Development for Motor Rehabilitation Therapy," Proc. Interacción 2016, 2016.
[26]
H. Asuncion, D. Socha, K. Sung, S. Berfield, and W. Gregory, "Serious game development as an iterative user-centered agile software project," GAS '11 Proc. 1st Int. Work. Games Softw. Eng., pp. 44--47, 2011.
[27]
C. M. Torres-ferreyros, M. A. Festini-wendorff, and P. N. Shiguihara-juárez, "Developing a Videogame using Unreal Engine based on a Four Stages Methodology," 2016.

Cited By

View all
  • (2024)Exploring Collaborative Storytelling Through Performative Avatars in Searching for Us: A Tangible Pervasive NarrativeInteractive Storytelling10.1007/978-3-031-78453-8_8(115-134)Online publication date: 2-Dec-2024
  • (2023)DIJS: Methodology for the Design and Development of Digital Educational Serious GamesIEEE Transactions on Games10.1109/TG.2022.321773715:2(273-284)Online publication date: Jun-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
  • Show More Cited By

Index Terms

  1. GeoPGD: Proposed methodology for the Implementation of Geolocated Pervasive Games

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    Interacción '18: Proceedings of the XIX International Conference on Human Computer Interaction
    September 2018
    232 pages
    ISBN:9781450364911
    DOI:10.1145/3233824
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 12 September 2018

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Geolocation
    2. Methodology
    3. Narrative
    4. Pervasive Games

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    Interacción 2018

    Acceptance Rates

    Interacción '18 Paper Acceptance Rate 47 of 73 submissions, 64%;
    Overall Acceptance Rate 109 of 163 submissions, 67%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)17
    • Downloads (Last 6 weeks)0
    Reflects downloads up to 30 Jan 2025

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)Exploring Collaborative Storytelling Through Performative Avatars in Searching for Us: A Tangible Pervasive NarrativeInteractive Storytelling10.1007/978-3-031-78453-8_8(115-134)Online publication date: 2-Dec-2024
    • (2023)DIJS: Methodology for the Design and Development of Digital Educational Serious GamesIEEE Transactions on Games10.1109/TG.2022.321773715:2(273-284)Online publication date: Jun-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
    • (2021)GeoPGD: methodology for the design and development of geolocated pervasive gamesUniversal Access in the Information Society10.1007/s10209-020-00769-w20:3(465-477)Online publication date: 1-Aug-2021
    • (2021)Model for Pervasive Social Play ExperiencesHuman-Computer Interaction10.1007/978-3-030-66919-5_18(171-180)Online publication date: 5-Jan-2021
    • (2019)The Space Journey GameExtended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290607.3313055(1-6)Online publication date: 2-May-2019

    View Options

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    Figures

    Tables

    Media

    Share

    Share

    Share this Publication link

    Share on social media