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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| Corporate Authors: | , |
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| Format: | eBook |
| Language: | English |
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Burlington, MA :
Morgan Kaufmann Publishers,
©2009.
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| 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.