ACM - Computers in Entertainment

Pervasive games

By Carsten Magerkurth, Adrian David Cheok, Regan L. Mandryk, Trond Nilsen
Theoretical and Practical Computer Applications in Entertainment, [Vol. 3, No. 3]

DOI: 10.1145/1077246.1077257

This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.

Copyright © 2019. All Rights Reserved



Full text is available in the ACM Digital Library