Pervasive games: theory and design
Gespeichert in:
Hauptverfasser: | , , |
---|---|
Format: | Buch |
Sprache: | English |
Veröffentlicht: |
Amsterdam [u.a.]
Elsevier Morgan Kaufmann
2009
|
Schlagworte: | |
Online-Zugang: | Inhaltsverzeichnis Klappentext |
Beschreibung: | XXIII, 312 S. Ill. 24 cm |
ISBN: | 9780123748539 0123748534 |
Internformat
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Datensatz im Suchindex
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---|---|
adam_text | ЕшаЖЩЩ^
Foreword
Contributors
Introduction
How to Use This Book
Acknowledgments
XIII
xvii
xix
xx
xxii
Theory
.........................................................1
Case A Killer: The Game of Assassination
..........................................................................................................3
Markus
Montóla
and
Jaakko
Stenros
Chapter
1
Games and Pervasive Games
............................................................................................................7
Markus
Montóla
Magic Circle as a Contract
...............................................................................................................................10
Blurring the Magic Circle
..................................................................................................................................11
Spatial Expansion: Whole World as Playground
..............................................................................12
Temporal Expansion: Renouncing the Play Session
.......................................................................14
Social Expansion: Playing with Outsiders
...........................................................................................14
Rethinking Play for Pervasive Games
..........................................................................................................17
Emergent
Gameplay...................................................................................................................................18
Between the Real and the Artificial
.......................................................................................................19
Immediate Experiences
..............................................................................................................................20
Conclusions
...........................................................................................................................................................21
Notes
........................................................................................................................................................................22
Case BThe Beast
........................................................................................................................................................25
Markus
Montóla
and
Jaakko
Stenros
Chapter
2
Pervasive Game Genres
.....................................................................................................................31
Jaakko
Stenros and
Markus
Montóla
Established
Genres
.............................................................................................................................................31
Treasure Hunts
...............................................................................................................................................32
Assassination Games
...................................................................................................................................34
Pervasive Larps
..............................................................................................................................................35
Alternate Reality Games
............................................................................................................................37
Emerging Genres
................................................................................................................................................40
Smart Street Sports
......................................................................................................................................40
Playful Public Performances
.....................................................................................................................41
Urban Adventure Games
...........................................................................................................................42
Reality Games
.................................................................................................................................................44
VII
CONTENTS
Conclusions
...........................................................................................................................................................44
Notes
........................................................................................................................................................................45
Case
С
Shelby Logan s Run....................................................................................................................................
47
Joe
Belfiore
Chapter
3
Historical Influences on Pervasive Games
..................................................................................53
Jaakko Stenros
and
Markus
Montóla
Play in Public Space
............................................................................................................................................54
Campus Culture
.............................................................................................................................................55
Play in Everyday Life
...........................................................................................................................................56
Roots in Literature and Arts
............................................................................................................................58
Performing Arts
.............................................................................................................................................59
Ludic Literature
..............................................................................................................................................61
Gamer Cultures
....................................................................................................................................................62
Role-Playing Games
.....................................................................................................................................64
Persistent Virtual Worlds
............................................................................................................................65
The Migration of Influences
............................................................................................................................66
Conclusion
.............................................................................................................................................................68
Notes
........................................................................................................................................................................69
Design
.......................................................71
Case
D
BotFighters
....................................................................................................................................................73
OlliSotamaa
Chapter
4
Designing Spatial Expansion
...........................................................................................................77
Markus
Montóla,
Jaakko
Stenros and
Annika Waern
Playing in Public
..................................................................................................................................................77
Sightseeing and Local History
.................................................................................................................79
Playing in Prepared Locations
.................................................................................................................80
Urban, Suburban, and Rural
......................................................................................................................82
Playing on the Move
..........................................................................................................................................82
Traffic and Transportation
.........................................................................................................................83
Global Gaming
...............................................................................................................................................83
Physical Play
..........................................................................................................................................................84
Indexicai
Environment
................................................................................................................................84
Urban Exploration
........................................................................................................................................85
Exergames
.......................................................................................................................................................86
Expanding to Virtual Spaces
...........................................................................................................................86
Cyberspace
......................................................................................................................................................88
Mixed Reality Games
...................................................................................................................................88
Conclusions
...........................................................................................................................................................89
Notes
................................................................................ 90
Case
E
Mystery on Fifth Avenue
..........................................................................................................................91
EricClough
Chapters Designing Temporal Expansion
.........................................................___________________97
Jaakko
Stenros,
Markus
Montóla
and
Staffan Björk
Styles of Temporal Expansion
........................................................................................................................97
VIII
CONTENTS
Dormant Games
............................................................................................................................................98
Ambient Games
............................................................................................................................................99
Asynchronous Games
..............................................................................................................................100
Temporally Seamless Games
................................................................................................................102
Persistent Worlds
.......................................................................................................................................102
Structuring the Game Duration
.................................................................................................................103
Starting the Game
.....................................................................................................................................103
Tutorial Mode
..............................................................................................................................................104
Change over Time
.....................................................................................................................................105
Late Arrivals and Early Leavers
.............................................................................................................106
Managing Stress
...............................................................................................................................................106
Contextual Adaptability
..........................................................................................................................107
High Stakes and Social Obligations
...................................................................................................108
Interruptability
............................................................................................................................................108
Pace and Stress
...........................................................................................................................................109
Information Overload
..............................................................................................................................109
Conclusion
..........................................................................................................................................................109
Notes
.....................................................................................................................................................................110
Case
F
Momentum
.................................................................................................................................................111
Jaakko Stenros
and
Markus
Montóla
Chapter
6
Designing Social Expansion
..........................................................................................................117
Markus
Montola.Jaakko Stenros and
Annika Waern
Game Awareness
..............................................................................................................................................118
Game Invitations
........................................................................................................................................119
Modes of Participation
............................................................................................................................120
Playing with Outsiders
...................................................................................................................................121
Fostering
Pronoia
......................................................................................................................................122
Emergent Interaction
...............................................................................................................................123
Empowerment on the Brink
..................................................................................................................124
Double Life
...................................................................................................................................................125
Power Structures
........................................................................................................................................125
Social Play
............................................................................................................................................................126
Performative Play
.......................................................................................................................................126
Having Fun Together
................................................................................................................................127
Collective Play
.............................................................................................................................................128
Conclusions
........................................................................................................................................................128
Notes
.....................................................................................................................................................................129
Case
G
PacManhattan
...........................................................................................................................................131
Frank Lantz
Chapter
7
Pervasive Game Design Strategies
.............................................................................................137
Jaakko
Stenros,
Markus
Montala
and
Annika
Waern
Tangible Experience Design
........................................................................................................................137
Surpassing Expectations
........................................................................................................................138
LinkedTasks
.................................................................................................................................................139
Real Challenges
..........................................................................................................................................140
The
360°
Illusion
.........................................................................................................................................141
The Magician s Curtain
...................................................................................................................................142
ix
CONTENTS
This Is Not a Game
.....................................................................................................................................142
Seamless Life/Game Merger
.................................................................................................................144
Runtime Game Mastering
............................................................................................................................145
Gods and Power Users
.............................................................................................................................145
Active Game Management
....................................................................................................................146
Keeping Track of the Game
....................................................................................................................147
Dealing with Large Scale and Long Duration
................................................................................148
Games Telling Stories
.....................................................................................................................................149
Distributed Narrative
................................................................................................................................150
Collective Story
...........................................................................................................................................150
First Person Story
.......................................................................................................................................151
Replayable Progression
...........................................................................................................................153
General Issues of Game Design
..................................................................................................................153
Sustaining the Critical Mass
..................................................................................................................153
Pacing the Game
........................................................................................................................................154
Immersion and Flow
.................................................................................................................................155
Casual Pervasive Games
..........................................................................................................................156
Conclusions
........................................................................................................................................................157
Notes
.....................................................................................................................................................................157
Case
H
Epidemic Menace
....................................................................................................................................159
Jaakko Stenros
and
Markus
Montóla
Chapter
8
Information Technology in Pervasive Games
........................................................................163
Annika Waern
Supporting Play with Technology
.............................................................................................................163
Technology-Sustained Games
.............................................................................................................164
Seamful Design
..........................................................................................................................................167
Giving Technology a Role
.............................................................................................................................168
Giving Information a Role
......................................................................................................................169
Technological Performatives
................................................................................................................169
Designing Interactive Artifacts
...................................................................................................................170
Conclusions
........................................................................................................................................................174
Notes
.....................................................................................................................................................................174
Case I Insectopia
.....................................................................................................................................................175
Johan Peitz
Chapter
9
Designing Pervasive Games for Mobile Phones
...................................................................179
Jussi Holopainen
and
Annika
Waern
Personal and Mobile Communication and Computing
...................................................................179
Pocket Computing
....................................................................................................................................180
Pervasive Presence in Mobile Phone Games
........................................................................................181
Player Identification
.................................................................................................................................18
ι
Game World Identification
....................................................................................................................182
Player-to-Player Interaction
...................................................................................... _
i83
Communities
............................................................................
184
Design Strategies
............................................................................... ..............................................
1
34
CONTENTS
Mobile Phones as Context Sensor Platforms
.................................................................................185
Games of Casual Exploration
................................................................................................................185
Mirror World Games
.................................................................................................................................186
Communication Outside the Game World
......................................................................................186
Viral Invitations
...........................................................................................................................................187
Creating Critical Mass with Short Play Sessions
............................................................................188
Activity Blending
........................................................................................................................................188
Conclusions
........................................................................................................................................................189
Notes
.....................................................................................................................................................................190
Society
.....................................................191
Case
J
Vem Gråter
...................................................................................................................................................193
Markus
Montóla
and Annika Waern
Chapter
10
The Ethics of Pervasive Gaming
................................................................................................197
Jaakko Stenros, Markus
Montóla
and
Annika
Waern
Player Ethics
........................................................................................................................................................198
Obfuscation of Consequences
.............................................................................................................199
Division of Accountability
......................................................................................................................199
Player Consent
............................................................................................................................................201
Ethics and Unaware Participation
.............................................................................................................203
Offenses, Harms, and Nuisances
..........................................................................................................205
Invitations and Invasions
........................................................................................................................205
Pervasive Games and Society
.....................................................................................................................206
Societal Context of Play
..........................................................................................................................206
Games as Political Action
.......................................................................................................................209
Games as Art
................................................................................................................................................210
Conclusion
..........................................................................................................................................................211
Notes
.....................................................................................................................................................................212
Case
К
REXplorer
.....................................................................................................................................................215
Rafael Tico
Ballagas
and
Steffen
P.
Walz
Chapter
11
Marketing the Category of Pervasive Games
......................................................................219
Mattias Svahn
and
Fredrik
Lange
The Power of Categorization
.......................................................................................................................219
Apples and Oranges: Cognitive Economy
.......................................................................................221
I Sort,Therefore I Am: Perceived World Structure
.........................................................................222
The Best of the Best: Category Essence
............................................................................................222
One Game to Beat Them AlhCategory Prototype
........................................................................222
Up and Down theTree^ypicality and Vertical Categorization
...............................................223
Pervasive Game: An Ugly Duckling?
.........................................................................................................225
Pardon Me, Is This the Reality Department?
...................................................................................226
How and Where to Market?
.........................................................................................................................227
The Alternative to Entertainment
....................................................................................................228
Conclusions
........................................................................................................................................................229
xi
CONTENTS
Notes.....................................................................................................................................................................229
Case
L
Uncle
Roy All
Around You
.....................................................................................................................231
Matt Adams
Chapter 1
2 Art
and Politics of Pervasive
Games........................................................................................235
Matt Adams, Martin Ericsson and Frank
Lana
Mixed Reality Arts............................................................................................................................................
236
Tunnels in the Sand: Liminal and Pervasive Role-Playing
................................................................240
Pervasive Games and the Art Question
................................................................................................245
Notes
.....................................................................................................................................................................249
Case
M
The Amazing Race
..................................................................................................................................251
Markus
Montóla
and
Jaakko Stenros
Chapter
13
Pervasive Games in Media Culture
..........................................................................................257
Jaakko
Stenros,
Mariais
Montóla
and
Frans Mäyrä
Blur of the Real and the
Fictive
...................................................................................................................258
Mediated Reality
........................................................................................................................................258
Projected Identity
_____..........................................................................................................................260
Struggle over Public Space
..........................................................................................................................262
Visual Arts in Concrete Jungle
..............................................................................................................264
Rise of Ludus in Society
.................................................................................................................................266
The Playful and the Serious
..........................................................................................................................267
Fabrication and Pretence
........................................................................................................................271
Pervasive Games in Ludic Society
.......................................................................................................273
Toward a Pervasive Gaming Culture
........................................................................................................275
Notes
.....................................................................................................................................................................277
References
.................................................................................................................................................................279
Source of Illustrations
...........................................................................................................................................299
Index
............................................................................................................................................................................303
Disclaimer
This book discusses numerous forms of play. The fact that they are discussed should
not be read as encouragement or an endorsement. Some of them are very dangerous,
illegal, or both. While we discuss some of the hazards and safety considerations, we
do not cover all the problems and dangers of any form of play. Only the organizers
and participants of a game can take responsibility on how a game turns out. The
authors or the publisher do not take any responsibility regarding the use of this book.
Please visit the book s official website and blog at http://pervasivegames.wordpress.com
XII
GAME DESIGN
Markus
Montóla
Jaakko
Stenros
Annika
Waern
Theory and Design
Experiences on the Boundary Between Life and Play
This book is the definitive guide to the past, present, and future of stories and games that jump out of their cages and into your
real life. Whether it s characters that call you on the phone or game play that happens on the bus on your way to work, this kind of
immersive entertainment will define the culture of the next century as surely as the movies dominated the last one.
Sean Stewart, Chief Creative, Fourth Wall Studios, and author of the cross-media international bestseller, Cathy s Book
Standing at the intersection of games, design and theory, the authors of Pervasive Games: Theory and Design, bring fresh air
into game studies with this look at the field of ubiquitous play. Deeply connected to critical game studies, and filled with design
case studies, this book is an excellent source for those involved in the design, study or play of pervasive games.
Tracy Fullerton, Associate Professor,
USC
School of Cinematic Arts and Author of Game Design Workshop
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming
away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public
spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand
how to use the world as a gamespace
—
both the challenges and advantages of doing so.
This book shows how to change the face of play
—
who plays, when and where they play and what that play means to all involved.
The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes
them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic
understanding of the genre.
Pervasive Games covers everything from theory and design to the history and marketing.
•
Clear, illustrated set of how it works descriptions demystify pervasive games for game designers, so that they can learn
how to engage players real-time experiences beyond the mobile phone or computer screen
•
Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible and
also includes a regularly updated blog: http^/pervasivegames.wordpress.com
•
Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most
interesting pervasive game designers in the world, including Matt Adams, and Frank Lantz
By
Markus
Montóla,
Jaakko
Stenros,
Annika
Waern and others.
Markus
Montóla
(M.Soc.
Sc.)
is currently a researcher at
Nokia Research Center and a doctoral candidate at University of Tampere, Finland.
Jaakko
Stenros (M.Soc.Sc.) is currently
a researcher at the Game Research Lab at the University of Tampere, Finland.
Annika
Waern (PhD) is senior researcher for
Mobile Life at Stockholm University and studio director for the game studio at the Interactive Institute.
USER LEVEL: All Levels of Game Designers/Developers
Cover image: Can You See Me Now? by Blast Theory. Based on a photo by Blast Theory.
|
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author | Montola, Markus Stenros, Jaakko Waern, Annika |
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discipline | Allgemeines Sport Informatik Sportwissenschaft |
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id | DE-604.BV035727923 |
illustrated | Illustrated |
indexdate | 2024-07-09T21:53:07Z |
institution | BVB |
isbn | 9780123748539 0123748534 |
language | English |
oai_aleph_id | oai:aleph.bib-bvb.de:BVB01-018004572 |
oclc_num | 436262069 |
open_access_boolean | |
owner | DE-703 DE-1051 DE-91G DE-BY-TUM DE-188 DE-473 DE-BY-UBG DE-20 DE-29 |
owner_facet | DE-703 DE-1051 DE-91G DE-BY-TUM DE-188 DE-473 DE-BY-UBG DE-20 DE-29 |
physical | XXIII, 312 S. Ill. 24 cm |
publishDate | 2009 |
publishDateSearch | 2009 |
publishDateSort | 2009 |
publisher | Elsevier Morgan Kaufmann |
record_format | marc |
spelling | Montola, Markus Verfasser (DE-588)1058429264 aut Pervasive games theory and design Markus Montola, Jaakko Stenros, and Annika Waern Amsterdam [u.a.] Elsevier Morgan Kaufmann 2009 XXIII, 312 S. Ill. 24 cm txt rdacontent n rdamedia nc rdacarrier Alternate reality games Fantasy games Games and technology Games Design Entwurf (DE-588)4121208-3 gnd rswk-swf Computerspiel (DE-588)4010457-6 gnd rswk-swf Geländespiel (DE-588)4130964-9 gnd rswk-swf Games / Design Computerspiel (DE-588)4010457-6 s Geländespiel (DE-588)4130964-9 s Entwurf (DE-588)4121208-3 s DE-604 Stenros, Jaakko Verfasser aut Waern, Annika Verfasser aut Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004572&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA Inhaltsverzeichnis Digitalisierung UB Bayreuth application/pdf http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004572&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA Klappentext |
spellingShingle | Montola, Markus Stenros, Jaakko Waern, Annika Pervasive games theory and design Alternate reality games Fantasy games Games and technology Games Design Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd Geländespiel (DE-588)4130964-9 gnd |
subject_GND | (DE-588)4121208-3 (DE-588)4010457-6 (DE-588)4130964-9 |
title | Pervasive games theory and design |
title_auth | Pervasive games theory and design |
title_exact_search | Pervasive games theory and design |
title_full | Pervasive games theory and design Markus Montola, Jaakko Stenros, and Annika Waern |
title_fullStr | Pervasive games theory and design Markus Montola, Jaakko Stenros, and Annika Waern |
title_full_unstemmed | Pervasive games theory and design Markus Montola, Jaakko Stenros, and Annika Waern |
title_short | Pervasive games |
title_sort | pervasive games theory and design |
title_sub | theory and design |
topic | Alternate reality games Fantasy games Games and technology Games Design Entwurf (DE-588)4121208-3 gnd Computerspiel (DE-588)4010457-6 gnd Geländespiel (DE-588)4130964-9 gnd |
topic_facet | Alternate reality games Fantasy games Games and technology Games Design Entwurf Computerspiel Geländespiel |
url | http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004572&sequence=000003&line_number=0001&func_code=DB_RECORDS&service_type=MEDIA http://bvbr.bib-bvb.de:8991/F?func=service&doc_library=BVB01&local_base=BVB01&doc_number=018004572&sequence=000004&line_number=0002&func_code=DB_RECORDS&service_type=MEDIA |
work_keys_str_mv | AT montolamarkus pervasivegamestheoryanddesign AT stenrosjaakko pervasivegamestheoryanddesign AT waernannika pervasivegamestheoryanddesign |