By Kim J.L. Nevelsteen
This ebook scrutinizes pervasive video games from a technological standpoint, targeting the sub-domain of video games that fulfill the factors that they utilize digital video game components. within the computing device online game undefined, using a online game engine to construct video games is usual, yet present video game engines don't aid pervasive video games. because the computing device online game is already wealthy with video game engines, this ebook investigates: (i) if a video game engine will be repurposed to degree pervasive video games; (ii) if gains describing a would-be pervasive video game engine might be pointed out; (iii) utilizing these gains, if an structure be present in an identical ‘product line’ as an latest engine and that may be prolonged to degree pervasive video games (iv) and, ultimately, if there any demanding situations and open concerns that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is performed, accumulating technical info and distilling an element function set that permits pervasive video games. moment, a kind of video game engine is selected as candidate within the related product line as a would-be pervasive online game engine, assisting as a lot of the characteristic set as attainable. The structure is prolonged to help the full characteristic set and used to level a pervasive video game referred to as Codename: Heroes, validating the structure, highlighting positive aspects of specific value and picking out any open concerns. the realization of this ebook can be twofold: the ensuing function set is demonstrated to coincide with the definition of pervasive video games and similar paintings. And secondly, a digital global engine is chosen as candidate within the related product line as a would-be pervasive online game engine. Codename: Heroes used to be effectively carried out, reaping the advantages of utilizing the chosen engine; improvement time used to be low, spanning quite a few months. Codename: Heroes used to be staged two times, without balance matters or down time.
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Additional info for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Crabtree et al. , a collection of perspectives from different game masters ‘on the ground’, instead of in a centralized control room. , 2003). , 2003). It is possible to enroll players temporarily into a game mastering function; this was the case in Mythical Mobile, where the player that created the quest for other players served as game master (Holopainen, 2008a). , 2008). , 2008). , 2003). Each role or group can be assigned different permissions to access or actuate the game state. , Ambient Wood).
2011) state that the number of heterogeneous devices that can be used in pervasive games is increasing. Broll et al. (2006) have identified three different categories of input/output devices that are used in ‘crossmedia’ games: personal, public and environmental. Sensors for personal or public (more than one participant) data, beyond input/output interaction was not mentioned. , instrumenting temperature, wind direction and velocity. Montola et al. (2009, p. 168) identify four strategies for ‘giving technology a role in a game’, namely as a: gaming device, diegetic artifact, body extension or as technology embedded in the environment.
New York, NY, USA: ACM. , & Stenros, J. (2007, June). Game mastering a pervasive larp. experiences from Momentum. In Proceedings of the 4th international symposium on pervasive gaming applications (pp. 31–39). Salzburg, Austria: PerGames. , & Bubaris, N. (2013). Pervasive games research: a design aspects-based state of the art report. In Proceedings of the 17th panhellenic conference on informatics (pp. 152–157). New York, NY, USA: ACM. , . . Adams, M. (2001). Orchestrating a mixed reality performance.
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen