Abstract
In this paper, we present the Rollick Games platform and its Pervasive Game Modeling Language that enables the description of location-based pervasive games using a GUI provided by the Game Studio web app. The runtime environment (Pervasive Game Execution Environment) is responsible for generating the Pervasive Game Execution Language from a game model and loading it to an instance of the game's Execution Engine. The Execution Environment includes a set of agents responsible for monitoring the players’ context and interaction with other game elements and among each other. The Engine follows an event-driven paradigm and uses an event loop waiting for events to be dispatched from the agents to carry out its computations based on its current state, context, and event data. The proposed approach allows for both sharing and reusing game models, significantly reducing time to market and development costs.
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Acknowledgments
This work has been carried out in the context of the “G4M: Games for Marketing” pilot project (MIS code 5028310) funded through the Smart Specialisation Strategy of Crete (RIS3Crete) with the financial support of the European Regional Development Fund.
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Anestis, G., Gioldasis, N., Karasavvidis, S., Palioudakis, T., Moumoutzis, N., Christodoulakis, S. (2024). Rollick Games: A Formal Language Based Platform for Location-Based Pervasive Games. In: Auer, M.E., Tsiatsos, T. (eds) Smart Mobile Communication & Artificial Intelligence. IMCL 2023. Lecture Notes in Networks and Systems, vol 937. Springer, Cham. https://doi.org/10.1007/978-3-031-56075-0_27
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