Pervasive Games book cover

Pervasive Games

Theory and Design

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.

Audience
Game designers and developers.Secondary: students of game design. Level: All levels of game designers/developers.

,

Published: June 2009

Imprint: Morgan Kaufmann

ISBN: 978-0-12-374853-9

Contents

  • IntroductionCase A: Killer: The Game of AssassinationChapter 1: Games and Pervasive GamesCase B: The Beast; Chapter 2: Pervasive Game GenresCase C: Shelby Logan’s RunChapter 3: Historical Influences on Pervasive GamesCase D: BotfightersChapter 4: Designing Spatial ExpansionCase E: TBDChapter 5: Designing Temporal ExpansionCase F: MomentumChapter 6: Designing Social ExpansionCase G: Pac-ManhattanChapter 7: Pervasive Game Design StrategiesCase H: Epidemic MenaceChapter 8: Information Technology in Pervasive GamesCase I: InsectopiaChapter 9: Pervasive Games on Mobile PhonesCase J: Vem GrÃ¥terChapter 10: The Ethics of Pervasive GamesCase K: REXplorerChapter 11: Marketing the Category of Pervasive GamesCase L: Uncle Roy All Around YouChapter 12: Art and Politics of Pervasive GamesCase M: The Amazing RaceChapter 13: Pervasive Games in Media CultureAppendix A: Information Technologies for Appendix B: References

Advertisement

advert image