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Place as media in pervasive games

Published: 03 December 2007 Publication History

Abstract

By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatial theory and Pervasive Gaming practice, this paper discusses ways in which game designers can navigate the constraints and possibilities of gaming in social and physical spaces towards creating greater immersion for players and generating new associations for city spaces. This design challenge within Pervasive Gaming represents a broader shift in interest from representing spatial reality in gaming, to being a part of shaping it.

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Cited By

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  • (2013)Life's a game and the game of lifeProceeding of the 44th ACM technical symposium on Computer science education10.1145/2445196.2445269(233-238)Online publication date: 6-Mar-2013

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Published In

cover image ACM Conferences
IE '07: Proceedings of the 4th Australasian conference on Interactive entertainment
December 2007
174 pages
ISBN:9781921166877

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RMIT University

Melbourne, Australia

Publication History

Published: 03 December 2007

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Author Tags

  1. game design
  2. pervasive games
  3. psychocartography
  4. spatial interaction

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  • Research-article

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IE07: Australian Conference on Interactive Entertainment
December 3 - 5, 2007
Melbourne, Australia

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Overall Acceptance Rate 64 of 148 submissions, 43%

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  • (2013)Life's a game and the game of lifeProceeding of the 44th ACM technical symposium on Computer science education10.1145/2445196.2445269(233-238)Online publication date: 6-Mar-2013

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