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Pervasive games: bringing computer entertainment back to the real world

Published: 01 July 2005 Publication History

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.

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Published In

cover image Computers in Entertainment
Computers in Entertainment   Volume 3, Issue 3
Theoretical and Practical Computer Applications in Entertainment
July 2005
141 pages
EISSN:1544-3574
DOI:10.1145/1077246
Issue’s Table of Contents

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 July 2005
Published in CIE Volume 3, Issue 3

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Author Tags

  1. CSCP
  2. entertainment
  3. pervasive computing
  4. pervasive games
  5. ubiquitous computing

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