Pervasive gaming is a reality‑based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players⠒ everyday life. In recent years much research has been done on pervasive gaming (Benford et al. 2005, Cheok et al. 2006, Jegers and Wiberg 2006) and its potential applications towards specific domains. Pervasive games have been effective with regards to advertising (VG 2009), education (Pløhn 2013) and social relationship building (Pløhn and Aalberg 2013). In pervasive games that take place over a long period of time, i.e. days or weeks, an important success criterion is to provide features that support in‑game awareness and increases the pervasiveness of the game according to the playe rs⠒ ev...
The growing availability of mobile communication infrastructure over the last decade has contributed...
Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gam...
In the early 2000’s the idea about digital pervasive gaming was somewhat limited, as there was a lot...
Pervasive gaming is a reality‑based gaming genre originating from alternative theatrical forms in wh...
Among the manifold of approaches to technology enhanced learning, game based learning is very attrac...
Pervasive games have some unique properties that make them difficult to teach and challenging to des...
Background: Stories told are becoming more immersive and a new type of storytelling has been emergin...
Pervasive games represent a radically new game form that extends gaming experiences out into the phy...
International audienceDue to the evolution of the technology, Game-Based Learning (GBL) offers new f...
Pervasive games are computer games that build, to various extents, on social interaction as a drivin...
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surround...
Pervasive games are games that are played in the real world – they are not played as a computerized ...
Pervasive games are bridging the physical and digital worlds through the use of mobile devices, posi...
Pervasive games are a radically _digital_ new game form that extends gaming experiences out into the...
This workshop investigates the mechanisms for behaviour change and influence, focusing on the defini...
The growing availability of mobile communication infrastructure over the last decade has contributed...
Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gam...
In the early 2000’s the idea about digital pervasive gaming was somewhat limited, as there was a lot...
Pervasive gaming is a reality‑based gaming genre originating from alternative theatrical forms in wh...
Among the manifold of approaches to technology enhanced learning, game based learning is very attrac...
Pervasive games have some unique properties that make them difficult to teach and challenging to des...
Background: Stories told are becoming more immersive and a new type of storytelling has been emergin...
Pervasive games represent a radically new game form that extends gaming experiences out into the phy...
International audienceDue to the evolution of the technology, Game-Based Learning (GBL) offers new f...
Pervasive games are computer games that build, to various extents, on social interaction as a drivin...
Serious Pervasive Games extend themagic circle (Huizinga, 1938) to the players’ context and surround...
Pervasive games are games that are played in the real world – they are not played as a computerized ...
Pervasive games are bridging the physical and digital worlds through the use of mobile devices, posi...
Pervasive games are a radically _digital_ new game form that extends gaming experiences out into the...
This workshop investigates the mechanisms for behaviour change and influence, focusing on the defini...
The growing availability of mobile communication infrastructure over the last decade has contributed...
Pervasive gaming is a new form of multimedia entertainment that extends the traditional computer gam...
In the early 2000’s the idea about digital pervasive gaming was somewhat limited, as there was a lot...