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Bridging the physical and digital in pervasive gaming

Published: 01 March 2005 Publication History

Abstract

A new generation of entertainment technology takes computer games to the streets---and ultimately beyond.

References

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Benford, S., Rowland, D., Flintham, M., Drozd, A., Hull, R., Reid, J., Morrison, J., Facer, K. Life on the edge: Supporting collaboration in location-based experiences. In Proceedings of CHI `05 Conference on Human Factors in Computing Systems (Portland, OR, Apr. 2005). ACM, NY. Forthcoming.
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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. The error of our ways: The experience of self-reported positioning in a location-based game. In Proceedings of Ubicomp 2004 (Nottingham, U.K., Sept. 2004). Springer-Verlag.
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Bjôrk, S., Falk, J., Hansson, R., and Ljungstrand, P. Pirates! Using the physical world as a game board. In Proceedings of Interact 2001 Conference on Human-Computer Interaction. (Tokyo, Japan, July 2001); Play.Tii.Se/Publications/2001/Piratesshort.Pdf
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Cheok, A., Goh, K., Farbiz, F., Fong, S., Teo, S., Li, Y., and Yang, X. Human Pacman: A mobile, wide-area entertainment system based on physical, social and ubiquitous computing. Personal And Ubiquitous Computing 8, 2 (May 2004), Springer-Verlag, 71--81.
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Flintham, M., Anastasi, R., Benford, S., Hemmings, T., Crabtree, A., Greenalgh, C., Rodden, T., Tandavanitj, N., Adams, M. And Row-Farr, J. Where on-line meets on-the-streets: Experiences with mobile mixed reality games. In Proceedings Of The 2003 CHI Conference On Human Factors In Computing Systems (Florida, Apr. 2003). ACM Press, NY, 569--576.
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Magerkurth, C., Engelke, T., and Memisoglu, M. 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 Press, NY, 163--172.
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Published In

cover image Communications of the ACM
Communications of the ACM  Volume 48, Issue 3
The disappearing computer
March 2005
108 pages
ISSN:0001-0782
EISSN:1557-7317
DOI:10.1145/1047671
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 March 2005
Published in CACM Volume 48, Issue 3

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  • (2024)Heuristics for Designing Pervasive Game Experiences in the Older Adult PopulationGood Practices and New Perspectives in Information Systems and Technologies10.1007/978-3-031-60224-5_1(3-12)Online publication date: 13-May-2024
  • (2024)Rollick Games: A Formal Language Based Platform for Location-Based Pervasive GamesSmart Mobile Communication & Artificial Intelligence10.1007/978-3-031-56075-0_27(287-296)Online publication date: 20-Mar-2024
  • (2024)Mobile Cloud GamingEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_77(1163-1169)Online publication date: 5-Jan-2024
  • (2024)Physical, Virtual, and Game World PersistenceEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_72(1384-1388)Online publication date: 5-Jan-2024
  • (2023)Authoring Interactive Narrative Meets Narrative Interaction DesignThe Authoring Problem10.1007/978-3-031-05214-9_8(113-130)Online publication date: 2-Jan-2023
  • (2022)Astronomy and Space-Themed Mobile GamesHandbook of Research on Acquiring 21st Century Literacy Skills Through Game-Based Learning10.4018/978-1-7998-7271-9.ch033(646-669)Online publication date: 2022
  • (2022)Turning Eight Family Homes Into Interactive, Pervasive Playgrounds During the COVID-19 Pandemic LockdownFrontiers in Computer Science10.3389/fcomp.2022.8223374Online publication date: 25-May-2022
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  • (2022)The effectiveness of mobile learning strategies based on pervasive animated games: an example in a vocational technology collegeLibrary Hi Tech10.1108/LHT-09-2021-033641:5(1545-1570)Online publication date: 26-Apr-2022
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