By Kim J.L. Nevelsteen
This ebook scrutinizes pervasive video games from a technological viewpoint, concentrating on the sub-domain of video games that fulfill the factors that they utilize digital video game components. within the desktop video game undefined, using a online game engine to construct video games is usual, yet present video game engines don't aid pervasive video games. because the computing device video game is already wealthy with online game engines, this publication investigates: (i) if a online game engine may be repurposed to degree pervasive video games; (ii) if positive aspects describing a would-be pervasive online game engine could be pointed out; (iii) utilizing these good points, if an structure be present in a similar ‘product line’ as an current engine and that may be prolonged to level pervasive video games (iv) and, eventually, if there any demanding situations and open matters that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is performed, amassing technical info and distilling an element characteristic set that permits pervasive video games. moment, a kind of online game engine is selected as candidate within the comparable product line as a would-be pervasive online game engine, helping as a lot of the function set as attainable. The structure is prolonged to aid the whole characteristic set and used to degree a pervasive video game referred to as Codename: Heroes, validating the structure, highlighting beneficial properties of specific value and deciding on any open concerns. the realization of this ebook can also be twofold: the ensuing function set is confirmed to coincide with the definition of pervasive video games and comparable paintings. And secondly, a digital international engine is chosen as candidate within the related product line as a would-be pervasive video game engine. Codename: Heroes was once effectively applied, reaping some great benefits of utilizing the chosen engine; improvement time used to be low, spanning quite a few months. Codename: Heroes used to be staged two times, with out balance matters or down time.
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Extra resources for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
6. Oppermann (2009) and Koleva et al. (2001) corroborate the use of actors as a role in pervasive games. Jonsson et al. (2007) describe the existence of an “intermediary role between the fully immersed participants and the game masters”. Bell (2007) connects the use of roles in pervasive games to research on systems for cooperative work, citing that “a lack of support for flexible roles can be detrimental in CSCW [computer-supported cooperative work]” and that by “maintaining a consistent interface for different roles it is easier for users to assume new roles”.
Ac. , . . von Tycowicz, C. (2007). Concepts and technologies for pervasive games, a reader for pervasive gaming research vol. 1. (Chap. EQUIP2: A Platform for Mobile Phone-based Game Development, Vol. 1, pp. 147–172). Shaker Verlag GmbH. , & Taylor, I. (2004, September). ECT: a toolkit to support rapid construction of ubicomp environments. In Proceedings of workshop on system support for ubiquitous computing. UbiSys. Nottingham, UK: Springer Verlag. , & Benford, S. (2001). The EQUIP platform: bringing together physical and virtual worlds.
2009, p. 185), mobile phones can serve as a ‘context sensory platform’. , 2011). To provide geographical context information in location-based games, Paelke et al. (2008) show the relevance of map data (provided by GIS) on different levels of a game architecture. And, Rashid, Mullins, Coulton, and Edwards (2006) mention a number of different map data implementations that can be used. 5 Roles, Groups, Hierarchies, Permissions The game master role of puppet master has been mentioned in the background on staging in Sect.