Pervasive games : theory and design /

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 oth...

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Bibliographic Details
Main Author: Montola, Markus
Corporate Authors: ScienceDirect (Online service), International Game Developers Association
Other Authors: Stenros, Jaakko, Wærn, Annika, 1960-
Format: eBook
Language:English
Published: Burlington, MA : Morgan Kaufmann Publishers, ©2009.
Subjects:
Online Access:Connect to the full text of this electronic book
Table of Contents:
  • Introduction
  • Case A: Killer: The Game of Assassination
  • Chapter 1: Games and Pervasive Games
  • Case B: The Beast; Chapter 2: Pervasive Game Genres
  • Case C: Shelby Logan's Run
  • Chapter 3: Historical Influences on Pervasive Games
  • Case D: Botfighters
  • Chapter 4: Designing Spatial Expansion
  • Case E: TBD
  • Chapter 5: Designing Temporal Expansion
  • Case F: Momentum
  • Chapter 6: Designing Social Expansion
  • Case G: Pac-Manhattan
  • Chapter 7: Pervasive Game Design Strategies
  • Case H: Epidemic Menace
  • Chapter 8: Information Technology in Pervasive Games
  • Case I: Insectopia
  • Chapter 9: Pervasive Games on Mobile Phones
  • Case J: Vem Gr̄ter
  • Chapter 10: The Ethics of Pervasive Games
  • Case K: REXplorer
  • Chapter 11: Marketing the Category of Pervasive Games
  • Case L: Uncle Roy All Around You
  • Chapter 12: Art and Politics of Pervasive Games
  • Case M: The Amazing Race
  • Chapter 13: Pervasive Games in Media Culture
  • Appendix A: Information Technologies for Appendix B: References.