By Kim J.L. Nevelsteen
This ebook scrutinizes pervasive video games from a technological point of view, targeting the sub-domain of video games that fulfill the standards that they utilize digital online game parts. 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 machine video game is already wealthy with video game engines, this booklet investigates: (i) if a online game engine should be repurposed to degree pervasive video games; (ii) if positive factors describing a would-be pervasive online game engine will be pointed out; (iii) utilizing these beneficial properties, if an structure be present in a similar ‘product line’ as an present engine and that may be prolonged to degree pervasive video games (iv) and, ultimately, if there any demanding situations and open matters that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is performed, amassing technical information and distilling an element characteristic set that permits pervasive video games. moment, one of those video game engine is selected as candidate within the comparable product line as a would-be pervasive video game engine, aiding as a lot of the function set as attainable. The structure is prolonged to aid the full function set and used to level a pervasive video game known as Codename: Heroes, validating the structure, highlighting beneficial properties of specific value and picking any open concerns. the belief of this ebook is usually twofold: the ensuing characteristic set is demonstrated to coincide with the definition of pervasive video games and similar paintings. And secondly, a digital international engine is chosen as candidate within the similar product line as a would-be pervasive online game engine. Codename: Heroes used to be effectively carried out, reaping some great benefits of utilizing the chosen engine; improvement time was once low, spanning quite a few months. Codename: Heroes used to be staged two times, without balance concerns or down time.
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Additional resources for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games (SpringerBriefs in Computer Science)
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. 4 Context-Awareness Player position is a form of context-awareness; the localization thereof mentioned by Broll et al. (2006) as a “challenge for almost all types of pervasive games”. , 2008). Broll et al. (2006) mention a distinction between pervasive games and other multiplayer games, in that “players in pervasive games may leave the game without sending any notification”, and that in some pervasive games, it is possible 32 2 Survey of Pervasive Games and Technologies for a player to make game related actions while offline.
2005). Wizard of oz interfaces for mixed reality applications. In CHI ’05 extended abstracts on human factors in computing systems (pp. 1339–1342). New York, NY, USA: ACM. References 37 EQUATOR. (2006). EQUIP and the EQUATOR component toolkit (ECT) homepage. net/ EQUATOR. (2010, September). EQUATOR Interdisciplinary Research Collaboration (IRC). , . . Sutton, J. (2003, November). Uncle roy all around you: mixing games and theatre on the city streets. In Level up conference proceedings. University of Utrecht: DiGRA.
2003). Transhumance supports a chat service that is tolerant to disconnections; if a player is out of reach messages are exchanged the next time the two devices reconnect. , 2011). 5 Roles, Groups, Hierarchies, Permissions The puppet master is example of a game master, pulling strings behind the scenes, but other roles are possible. , 2004). , 2004). Crabtree et al. , a collection of perspectives from different game masters ‘on the ground’, instead of in a centralized control room. , 2003). , 2003).