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 | PERVASIVE GAMES
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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
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| 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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