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PERVASIVE GAMES
Pervasive Games
Theory and Design
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By
Markus Montola, Markus Montola (M.Soc.Sc.) is a grant researcher in the University of Tampere Gamelab research group, Finland, and a doctoral candidate in Literature and the Arts.
Jaakko Stenros, Stenros is currently a researcher at the Game Research Lab at the University of Tampere, Finland. He has written extensively on role-playing games.
Annika Waern

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.

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

Contents
Introduction Case A: Killer: The Game of Assassination Chapter 1: Games and Pervasive Games Case B: The Beast; Chapter 2: Pervasive Game Genres Case C: Shelby Logan's Run Chapter 3: Historical Influences on Pervasive Games Case D: Botfighters Chapter 4: Designing Spatial Expansion Case E: TBD Chapter 5: Designing Temporal Expansion Case F: Momentum Chapter 6: Designing Social Expansion Case G: Pac-Manhattan Chapter 7: Pervasive Game Design Strategies Case H: Epidemic Menace Chapter 8: Information Technology in Pervasive Games Case I: Insectopia Chapter 9: Pervasive Games on Mobile Phones Case J: Vem Gr ter Chapter 10: The Ethics of Pervasive Games Case K: REXplorer Chapter 11: Marketing the Category of Pervasive Games Case L: Uncle Roy All Around You Chapter 12: Art and Politics of Pervasive Games Case M: The Amazing Race Chapter 13: Pervasive Games in Media Culture Appendix A: Information Technologies for Appendix B: References

Bibliographic details
Paperback, 336 pages, publication date: JUN-2009
ISBN-13: 978-0-12-374853-9
Imprint: MORGAN KAUFFMAN

Price and Ordering
Price:
EUR 28.95
GBP 24.99
USD 49.95
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Last update: 25 Nov 2009
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