Pervasive Games : Theory and Design

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Pervasive Games : Theory and Design

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  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 336 p.
  • 言語 ENG
  • 商品コード 9780123748539
  • DDC分類 794.8151

基本説明

Shows game designers how to change the face of play - literary -who plays, when and where they play and what that play means to all involved. This book covers everthing from theory to design, history and marketing.

Full Description

Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so.

This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre.

Pervasive Games covers everything from theory and design to history and marketing.

Contents

Pervasive Games - Table of ContentsThe book is divided in three parts: 1) Theory, looks at the concepts and history of pervasive gaming. 2) Design, is a practical part giving guidance for practical work with pervasive games. 3) Society, looks beyond pervasive games, discussing their cultural and societal relevance in a larger context. Foreword: written by a KEY person within game research community and industry. Possible contributors include Eric Zimmerman, Sean Stewart, Tracy Fullerton, Greg Costikyan and Jessica Mulligan.Introduction: Explanation why pervasive games are interesting. Our position as ludologists. Basic terminology. Instructions on how to use the book. Part I: TheoryCase Study A: Killer: The Game of AssassinationBy Markus Montola & Jaakko Stenros. Killer is an extremely simple and compelling pervasive game that has spread to countless campuses since the 60?s. It is discussed as the first case example, since the simple game demonstrates pervasive gameplay in an understandable fashion. Killer displays all forms of pervasivity discussed in Chapter 1, including spatial, temporal and social expansions. 1 Games and Pervasive Games: There have been many definitions for pervasive games, and many names for this style of gaming. In this book we use a model based on magic circle discussed by Katie Salen and Eric Zimmerman; they discuss invasive games that penetrate the boundary of artificiality surrounding games. A model of three expansions is presented for analyzin the ways spatial, temporal and social boundaries of gameplay can be blurred. Pervasive games bring pleasure of game to everyday life and spice the game with unmitigated tangibility of the ordinary world.Case Study B: The Beast: The boom of alternate reality gaming started from an advertising

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