In this paper we present proposals for including real world elements in games taking into account the profile of casual players. Several real world elements can be utilized so that the fictional game world merges with reality. We focused on sound, video, physiological data, accelerometer data, weather and the player’s location. From our experience developing and testing casual games, resulted a set of guidelines that address technological requirements on the player side. These guidelines may be of use for other researchers and developers in order to better adapt games to their audience. By resorting to real world elements, the screen no longer is the only focus of the player’s attention because reality also influences the outcome of the gam...
Games technology has undergone tremendous development. In this article, the authors report the rapid...
International audienceOur past experiments with Game-Based Learning multi-players environments, have...
Use of interactive entertainment has been exponentially expanded since the last decade. Throughout ...
Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for ...
Part 14: Doctoral ConsortiumInternational audienceTypically, in digital entertainment, the screen is...
Pervasive games are an emerging genre combining reality and computing. This paper presents a suite o...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
In this article we argue that digital simulations promote and explore complex relations between the...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
The interaction design of mixed reality location based games typically focuses upon the digital cont...
While much of the games research field for the last two decades has focused on digital games, this a...
Augmented Reality (AR) technologies enhance the version of the physical environment with computer-ge...
Games technology has undergone tremendous development. In this article, the authors report the rapid...
Virtual worlds are online communities that enable user interaction via avatars in a computer-based s...
Games technology has undergone tremendous development. In this article, the authors report the rapid...
International audienceOur past experiments with Game-Based Learning multi-players environments, have...
Use of interactive entertainment has been exponentially expanded since the last decade. Throughout ...
Dissertação para obtenção do Grau de Doutor em InformáticaIn this document we present proposals for ...
Part 14: Doctoral ConsortiumInternational audienceTypically, in digital entertainment, the screen is...
Pervasive games are an emerging genre combining reality and computing. This paper presents a suite o...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
Presentation at seminar for the Institute for Management Research of the Radboud University Nijmegen...
In this article we argue that digital simulations promote and explore complex relations between the...
This article introduces a new form of digital entertainment, where playing is not limited to what ca...
The interaction design of mixed reality location based games typically focuses upon the digital cont...
While much of the games research field for the last two decades has focused on digital games, this a...
Augmented Reality (AR) technologies enhance the version of the physical environment with computer-ge...
Games technology has undergone tremendous development. In this article, the authors report the rapid...
Virtual worlds are online communities that enable user interaction via avatars in a computer-based s...
Games technology has undergone tremendous development. In this article, the authors report the rapid...
International audienceOur past experiments with Game-Based Learning multi-players environments, have...
Use of interactive entertainment has been exponentially expanded since the last decade. Throughout ...