skip to main content
article

Pervasive games: bringing computer entertainment back to the real world

Published:01 July 2005Publication History
Skip Abstract Section

Abstract

This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.

References

  1. Abowd, G. D. and Mynatt, E. D. 2000. Charting past, present, and future research in ubiquitous computing. ACM Trans. Computer-Human Interaction 7, 1 (2000), 29-58. Google ScholarGoogle ScholarDigital LibraryDigital Library
  2. Amory, A. Naicker, K., Vincent, J., and Adams, C. 1999. The use of computer games as an educational tool: Identification of appropriate game types and elements. British J. of Educational Technology. 30, 4 (1999), 311-321.Google ScholarGoogle ScholarCross RefCross Ref
  3. Anttonen, J. and Surakka, V. 2005. Emotions and heart rate while sitting on a chair. In Proceedings of Conference on Human Factors in Computing Systems (Portland, OR, 2005.). ACM Press, New York, 491-499. Google ScholarGoogle ScholarDigital LibraryDigital Library
  4. Benford, S., Seagar, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row-farr, J., Oldroyd, A., and Sutton, J. 2004. The error of our ways: The experience of self-reported positioning in a l location-based game. In Proceedings of Ubicomp 2004 (Nottingham, Sept. 2004). Springer-Verlag, Berlin.Google ScholarGoogle ScholarCross RefCross Ref
  5. Benford, S., Magerkurth, C., and Ljungstrand, P. 2005. Bridging the physical and digital in pervasive gaming. Commun. ACM 48, 3 (2005), 54-57. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. Bersak, D., Mcdarby, G., Augenblick, N., Mcdarby, P., Mcdonnell, D., Mcdonald, B., and Karkun, R. 2001. Intelligent biofeedback using an immersive competitive environment. In Proceedings of UBICOMP 2001 Workshop on Ubiquitous Gaming.Google ScholarGoogle Scholar
  7. Björk, S., Falk, J., Hansson, R., and Ljungstrand, P. 2001. Pirates! - Using the physical world as a game board. In Proceedings of Interact 2001, IFIP TC.13 Conference On Human-Computer Interaction (Tokyo, July 2001).Google ScholarGoogle Scholar
  8. Bohn, J. 2004. The smart jigsaw puzzle assistant: Using RFID technology for building augmented real-world games, In Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2004 (Vienna). http://www.pergames.de.Google ScholarGoogle Scholar
  9. Chalmers, M., Barkhuus. L., Bell, M., Brown, B., Hall, M., Sherwood, S., Tennent, P. 2005. Gaming on the edge: Using seams in perva sive games. In The Second International Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2005 (Munich). http://www.pergames.de.Google ScholarGoogle Scholar
  10. Cheok, A. D., Goh, K. H., Liu, W., Farbiz, F., Fong, S. W, Teo, S. L., Li, Y., and Yang, X. B. 2004. Human pacman: A mobile, wide-area entertainment system based on physical, social, and ubiquitous computing. Personal Ubiquitous Computing 8, 2 (2004), 71-81. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Flintham, M., Anastasi, R., Benford, S., Hemmings, T., Crabtree, A., Greenalgh, C., Rodden, T., Tandavanitj, N., Adams, M., and Row-Farr, J. 2003. Where online meets on-the-streets: Experiences with mobile mixed reality games. In Proceedings of the 2003 CHI Conference On Human Factors in Computing Systems (April 2003). ACM Press, New York, 569-576. Google ScholarGoogle ScholarDigital LibraryDigital Library
  12. Fontijn, W. and Mendels, P. 2005. StoryToy the interactive storytelling toy. In The Second International Workshop on Gaming Applications in Pervasive Computing Environments at Pervasive 2005 (Munich, 2005).Google ScholarGoogle Scholar
  13. Gilleade, K. and Allanson, J. 2003. A toolkit for exploring affective interface adaptation in videogames. In Proceedings of HCI International 2003. Vol. 2. LEA, NJ. 370-374.Google ScholarGoogle Scholar
  14. Hjelm, S. I. 2003. The making of Brainball. Interactions 10, 1 (2003), 26-34. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Höök, K., Bullock, A., Paiva, A., Vala, M., Chaves, R., and Prada, R. 2003. FantasyA and SenToy, In Proceedings of CHI 2003 (Fort Lauderdale, FL, April 5-10, 2003). ACM, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  16. Ishii, H., Wisneski, C., Orbanes, J., Chun, B., Paradiso, J. 1999. Pingpongplus: Design of an athletictangible interface for computer-supported cooperative play. In Proceedings of CHI'99. ACM, New York. 394-401. Google ScholarGoogle ScholarDigital LibraryDigital Library
  17. Magerkurth, C., Engelke, T., and Memisoglu, M. 2004. Augmenting the virtual domain with physical and social elements. In Proceedings of the International Conference on Advancements in Computer Entertainment Technology (Singapore, June 3-5, 2004). ACM, New York, 163-172. Google ScholarGoogle ScholarDigital LibraryDigital Library
  18. Magerkurth, C., Memisoglu, M., and Engelke, T. 2004. Towards the next generation of tabletop gaming experiences. In Proceedings of the Conference on Graphics Interface 2004 (GI'04. London, Ont., Canada, May 17-19, 2004). AK Peters. 73-80. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Malone, T. W. 1981. Toward a theory of intrinsically motivating instruction. Cognitive Science 4, 13 (1981), 333-369.Google ScholarGoogle ScholarCross RefCross Ref
  20. Mandryk, R. L. and Inkpen, K. M. 2004. Physiological indicators for the evaluation of co-located collaborative play. In Proceedings of the Conference on Computer Supported Cooperative Work (Chicago, IL, 2004). Google ScholarGoogle ScholarDigital LibraryDigital Library
  21. Mandryk, R. L., Maranan, D. S., and Inkpen, K. M. 2002. False prophets: Exploring hybrid board/video games. In Extended Abstracts of the Conference on Human Factors in Computing Systems. 2002. 640-641. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Mandryk, R. L. and Stanley, K. G. 2004. Gemini: Accumulating context for play applications. In Proceedings of the Ubicomp 2004 Workshop on Playing With Sensors (Nottingham, England, 2004).Google ScholarGoogle Scholar
  23. Nilsen, T., Linton, S., Looser, J. 2004. Motivations for AR gaming. In Proceedings of the Fuse 04, New Zealand Game Developers Conference (Dunedin, New Zealand, June 26-29, 2004). 86-93.Google ScholarGoogle Scholar
  24. Picard, R. W. 1997. Affective Computing. MIT Press, Cambridge, MA, 1997. Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Piekarski, W. and Thomas, B. 2002. ARQuake: The outdoor augmented reality gaming system. Commun. ACM 45, 1 (Jan. 2002), 36-38. Google ScholarGoogle ScholarDigital LibraryDigital Library
  26. Puri, C., Olson, L., Pavlidis, I., Levine, J., and Starren, J. 2005. StressCam: Non-contact measurement of users' emotional states through thermal imaging. In Conference Supplement to Conference on Human Factors in Computing Systems. ACM, New York, 2005. 1725-1728. Google ScholarGoogle ScholarDigital LibraryDigital Library
  27. Qui, T. C. T., Nguyen, T. H. D., Mallawaarachchi, A., Xu, K., Liu, W., Lee, S. P., Zhou, Z., Teo, S. L., Teo, H. S., Thang, L. N., Li, Y., Cheok, A. D., and Kato, H. 2005. Magic land: Live 3d human capture mixed reality interactive system. In Interactivity Venue, SIGCHI 2005. ACM, New York. Google ScholarGoogle ScholarDigital LibraryDigital Library
  28. Shwe, H. 1999. Smarter play for smart toys. Zowie Intertainment White Paper 3208.Google ScholarGoogle Scholar
  29. Stapleton, C. B., Hughes, C. E., and Moshell, J. M. 2002. Mixed reality and the interactive imagination. In Proceedings of the First Swedish-American Workshop on Modeling and Simulation (SAWMAS 02. Orlando, FL, Oct. 30-31, 2002).Google ScholarGoogle Scholar
  30. Streitz, N., Tandler, P., Müller-tomfelde, C. and Konomi, S. 2001. Roomware: Towards the next generation of human-computer interaction based on an integrated design of real and virtual worlds. In Human-Computer Interaction in the New Millennium, J. A. Carroll (ed.). 553-578.Google ScholarGoogle Scholar
  31. Sykes, J. and Brown, S. 2003. Affective gaming: measuring emotion through the GamePad. In Conference Supplement to the Conference on Human Factors in Computing Systems. ACM, New York, 732-733. Google ScholarGoogle ScholarDigital LibraryDigital Library
  32. Xu, K., Prince, S. J. D., Cheok, A. D., Qiu, Y, and Kumar, K. G. 2003. Visual registration for unprepared augmented reality environments. Personal and Ubiquitous Computing 7, 5 (Oct. 2003), 287-298. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Pervasive games: bringing computer entertainment back to the real world

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in

        Full Access

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader

        HTML Format

        View this article in HTML Format .

        View HTML Format