ABSTRACT
Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gaming experience out into the real world. Through a combination of personal devices, positioning systems and other multimedia sensors, combined with wireless networking, a pervasive game can respond to a player's movements and context and enable them to communicate with a game server and other players. We review recent examples of pervasive games in order to explain their distinctive characteristics as multimedia applications. We then consider the challenge of scaling pervasive games to include potentially very large numbers of players. We propose a new approach based upon a campaign model in which individuals, local groups and experts draw on a combination of pervasive games, online services and broadcasting to take part in national or even global events. We discuss the challenges that this raises for further research.
- R. Want, A. Hopper, V. Falcão, and J. Gibbons, "The active badge location system,in ACM Transactions on Information Systems" (TOIS), vol. 10, 1992, pp. 91--102. Google ScholarDigital Library
- R. Want, B. N. Schilit, N. I. Adams, R. Gold, K. Petersen, D. Goldberg, J. R. Ellis, and M. Weiser, "The PARCTAB Ubiquitous Computing Experiment," Xerox Palo Alto Research Center, Palo Alto CSL-95-1, March 1995.Google Scholar
- K. Cheverst, N. D., K. Mitchell, A. Friday, and C. Efstratiou, "Developing a context-aware electronic tourist guide: some issues and experiences," presented at SIGCHI conference on Human factors in computing systems, The Hague, The Netherlands, 2000. Google ScholarDigital Library
- P. J. Brown and G. J. F. Jones, "Context-aware retrieval: exploring a new environment for information retrieval and information filtering," in Personal and Ubiquitous Computing, vol. 5, 2001, pp. 253--263. Google ScholarDigital Library
- T. Imielinski and J. C. Navas, "GPS-based geographic addressing, routing, and resource discovery," in Communications of the ACM, vol. 42, 1999, pp. 86--92. Google ScholarDigital Library
- S. Benford, D. Rowland, M. Flintham, R. Hull, J. Reid, J. Morrison, K. Facer, and B. Clayton, "Savannah: Designing a location-based game simulating lion behaviour," presented at Proceedings of Conference on Advances in Computer Entertainment 2004, 2004.Google Scholar
- S. Benford, C. Magerkurth, and P. Ljungstrand, "Bridging the physical and digital in pervasive gaming," in Communications of the ACM, vol. 48, 2005, pp. 54--57. Google ScholarDigital Library
- W. Piekarski and B. Thomas, "ARQuake: The Outdoors Augmented Reality System," in Communications Of The ACM, vol. 45, 2002, pp. 36--38. Google ScholarDigital Library
- "Ilovebees," in www.ilovebees.com, vol. verified 20th may 2005.Google Scholar
- "Birdwatch," in www.rspb.org.uk/birdwatch, vol. verified 20th may 2005.Google Scholar
- "Thegogame," in www.thegogame.com, vol. verified 20th may 2005.Google Scholar
- S. Benford, R. Anastasi, M. Flintham, A. Drozd, A. Crabtree, C. Greenhalgh, N. Tandavanitj, M. Adams, and J. Row-Farr, "Coping with uncertainty in a location-based game," in IEEE Pervasive Computing, 2003, pp. 34--41. Google ScholarDigital Library
- Blast Theory, "Can You See Me Now?," in http://www.blasttheory.co.uk/bt/work_cysmn.html, vol. 2005. London - UK, 2005.Google Scholar
- S. Benford, M. Flintham, A. Drozd, R. Anastasi, D. Rowland, N. Tandavanitj, M. Adams, J. Row-Farr, A. Oldroyd, and J. Sutton, "Uncle Roy All Around You: Implicating the City in a Location-Based Performance," presented at Advanced Computer Entertainment 2004, Singapore, 2004.Google Scholar
- S. Benford, W. Seagar, M. Flintham, R. Anastasi, D. Rowland, J. Humble, D. Stanton, J. Bowers, N. Tandavanitj, M. Adams, J. R. Farr, A. Oldroyd, and J. Sutton, "The Error of our Ways: The experience of Self-Reported Position in a Location-Based Game," presented at UbiComp 2004, Nottingham - UK, 2004.Google Scholar
- S. Benford, D. Rowland, M. Flintham, A. Drozd, R. Hull, J. Reid, J. Morrison, and K. Facer, "Life on the edge: supporting collaboration in location-based experiences," presented at SIGCHI conference on Human factors in computing systems, Portland, Oregon, USA, 2005. Google ScholarDigital Library
- "Botfighters," in www.botfighters.com, vol. verified 20th may 2005.Google Scholar
- "Springwatch," in www.bbc.co.uk/nature/animals/wildbritain/springwatch, vol. verified 20th may 2005.Google Scholar
- M. Chalmers and A. Galani, "Seamful interweaving: heterogeneity in the theory and design of interactive systems," presented at Designing interactive systems: processes, practices, methods, and techniques, Cambridge, MA, USA, 2004. Google ScholarDigital Library
Index Terms
- The multimedia challenges raised by pervasive games
Recommendations
Pervasive learning games: explorations of hybrid educational gamescapes
Symposium: Video games: Issues in research and learning, part 2Pervasive gaming has tremendous potential as a learning tool and represents an interesting development in the field of video games and education. The literature surrounding video games and education is vast: For more than 20 years, educationalists have ...
Pervasive games: bringing computer entertainment back to the real world
Theoretical and Practical Computer Applications in EntertainmentThis 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 ...
Boxed Pervasive Games: An Experience with User-Created Pervasive Games
Pervasive '09: Proceedings of the 7th International Conference on Pervasive ComputingPervasive games are rapidly maturing - from early research experiments with locative games we now start to see a range of commercial projects using locative and pervasive technology to create technology-supported pervasive games. In this paper we report ...
Comments