Pervasive games

Carsten Magerkurth, Adrian David Cheok, Regan L. Mandryk, Trond Nilsen
2005 Computers in Entertainment  
________________________________________________________________________________________ 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
more » ... nces 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. Computer games have some advantages that make them more popular than traditional games. First, they attract people by creating the illusion of being immersed in an imaginative virtual world with computer graphics and sound [Amory and Naicker 1999] . Second, the goals of computer games are typically more interactive than that of traditional games, which brings players a stronger desire to win the game. Third, computer games, usually designed with an optimal level of information complexity, can easily provoke players' curiosity. Consequently, computer games intrinsically motivate players by bringing them more fantasy, challenge, and curiosity, which are the three main elements contributing the fun in games [Malone 1981] . 4 • C. Magerkurth et al.
doi:10.1145/1077246.1077257 fatcat:u7zlpbncofaytb565rh6isj6re