p4a-magerkurth - Pervasive Games: Bringing Computer...

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ACM Computers in Entertainment,Vol. 3, No. 3, July 2005. Article 4A. Pervasive Games: Bringing Computer Entertainment Back to the Real World CARSTEN MAGERKURTH Ambiente, Darmstadt, Germany ADRIAN DAVID CHEOK Nanyang Technological University, Singapore REGAN L. MANDRYK Simon Fraser University, Vancouver, BC, Canada AND TROND NILSEN Human Interface Technology Laboratory, Christchurch, New Zealand ________________________________________________________________________________________ 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. Categories and Subject Descriptors H.5.1 [ Information Interfaces and Presentation ]: Multimedia Information Systems-- Artificial, augmented, and virtual realities General Terms: Human Factors, Theory Additional Key Words and Phrases: Pervasive games, CSCP, entertainment, ubiquitous computing, pervasive computing. ________________________________________________________________________________________ 1. INTRODUCTION In the precomputer age, games were designed and played out in the physical world with the use of real-world properties, such as physical objects, our sense of space, and spatial relations. Interactions in precomputer games consisted of two elements: human to physical-world interaction and human-to-human interaction. Nowadays, computer games have become a dominating form of entertainment due to their higher level of attractiveness to game players. ________________________________________________________________________________________ Authors’ addresses: C. Magerkurth, Ambiente, Fraunhofer IPSI, Darmstadt, Germany; email: magerkurth@ipsi.fraunhofer.de ; A. D. Cheok, Mixed Reality Laboratory, Nanyang Technological University, Singapore; email: adriancheok@mixedrealitylab.org ; R. L. Mandryk, School of Computing Science, Simon Fraser University,Vancouver, BC, Canada; email: rlmandry@cs.sfu.ca ; T.Nilsen, Human Interface Technology Laboratory, Christchurch, New Zealand; email: trond.nilsen@hitlabnz.org Permission to make digital/hard copy of part of this work for personal or classroom use is granted without fee provided that the copies are not made or distributed for profit or commercial advantage, the copyright notice, the title of the publication, and its date of appear, and notice is given that copying is by permission of the ACM, Inc. To copy otherwise, to republish, to post on servers, or to redistribute to lists, requires prior specific
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p4a-magerkurth - Pervasive Games: Bringing Computer...

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