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Paper prototyping a pervasive game

Published: 14 June 2006 Publication History

Abstract

We have evaluated a game called Garden of Earthly Delights (or GED) with a paper prototype and players. GED is a concept for the extension of conventional Massively Multiplayer Online Role-Playing Game (MMORPG) mechanics to integrate pervasive, mobile, and location-based play. A pervasive game can be defined as "a game that is always present, available to the player. These games can be location sensitive and use several different media to convey the game experience" [1]. GED is played both on PC and mobile platforms. This poster summarizes the main findings from the evaluations and compares the paper prototype testing method with focus group discussions.

References

[1]
Björk, S., Holopainen, J., Ljungstrand, P., and Mandryk, R. "Special Issue on Ubiquitous Games" in Personal and Ubiquitous Computing, vol. 6 no. 5--6 (December 2002) pp. 358--361.
[2]
Koivisto, E. and Wenninger, C. Enhancing Player Experience in MMORPGs with Mobile Features. In Proceedings of Digital Games Research Conference. Vancouver, Canada, 2005

Cited By

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  • (2023)Improving Ethical Approaches to Video Game Microtransactions for Mobile GamesProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638422(202-210)Online publication date: 2-Dec-2023
  • (2012)Design for Research ResultsSimulation & Gaming10.1177/104687811143425543:3(391-412)Online publication date: 17-Apr-2012
  • (2011)Prototyping in game designProceedings of the 25th BCS Conference on Human-Computer Interaction10.5555/2305316.2305366(279-288)Online publication date: 4-Jul-2011

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cover image ACM Conferences
ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
June 2006
572 pages
ISBN:1595933808
DOI:10.1145/1178823
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 14 June 2006

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Author Tags

  1. MMORPG
  2. game design
  3. pervasive game
  4. prototyping

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Cited By

View all
  • (2023)Improving Ethical Approaches to Video Game Microtransactions for Mobile GamesProceedings of the 35th Australian Computer-Human Interaction Conference10.1145/3638380.3638422(202-210)Online publication date: 2-Dec-2023
  • (2012)Design for Research ResultsSimulation & Gaming10.1177/104687811143425543:3(391-412)Online publication date: 17-Apr-2012
  • (2011)Prototyping in game designProceedings of the 25th BCS Conference on Human-Computer Interaction10.5555/2305316.2305366(279-288)Online publication date: 4-Jul-2011

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