By Kim J.L. Nevelsteen
This e-book scrutinizes pervasive video games from a technological point of view, concentrating on the sub-domain of video games that fulfill the standards that they utilize digital video game parts. within the computing device video game undefined, using a online game engine to construct video games is usual, yet present video game engines don't aid pervasive video games. because the machine video game is already wealthy with online game engines, this booklet investigates: (i) if a video game engine may be repurposed to degree pervasive video games; (ii) if beneficial properties describing a would-be pervasive online game engine will be pointed out; (iii) utilizing these gains, if an structure be present in an analogous ‘product line’ as an latest engine and that may be prolonged to level pervasive video games (iv) and, eventually, if there any demanding situations and open concerns that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is carried out, amassing technical info and distilling an element characteristic set that permits pervasive video games. moment, one of those online game engine is selected as candidate within the comparable product line as a would-be pervasive video game engine, helping as a lot of the function set as attainable. The structure is prolonged to aid the total characteristic set and used to degree a pervasive video game known as Codename: Heroes, validating the structure, highlighting positive factors of specific significance and picking out any open matters. the realization of this e-book can also be twofold: the ensuing function set is tested to coincide with the definition of pervasive video games and comparable paintings. And secondly, a digital international engine is chosen as candidate within the related product line as a would-be pervasive video game engine. Codename: Heroes was once effectively applied, reaping the advantages of utilizing the chosen engine; improvement time was once low, spanning quite a few months. Codename: Heroes used to be staged two times, with out balance concerns or down time.
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Extra info for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Team Exploration was designed as a pervasive collaborative treasure hunt, where: two teams of four players, equipped with mobile WLAN devices, try and find, in a limited time, in which area, depicted on the map, each of four pictures was taken. Team Exploration was explicitly created to demonstrate the Transhumance platform. 6 STARS Also in the domain of pervasive gaming, the STARS platform (Magerkurth, Memisoglu, Engelke, & Streitz, 2004) enables a “hybrid class of computer augmented tabletop games”.
3 Heterogeneous Devices and Systems Non-standard input devices, comprised of sensors and actuators, form an ‘interface’ (Nieuwdorp, 2005) between player and the game. , 2003). , 2008). Game Creator was designed to separate input/output technologies from the game logic, facilitating rapid adoption of new technologies (Oppermann, 2009). , 2004). In CYSMN, URAY, Mythical Mobile, PacMan Must Die! , 2008). , 2009). , service-oriented architectures), many of the reported systems included a specialized component to function as bridge between data spaces.
Sutton, J. (2004). The error of our ways: the experience of self- reported position in a location-based game. In Ubiquitous computing (pp. 70–87). UbiComp 2004. Nottingham, UK: Springer Berlin Heidelberg. , . . Row-Farr, J. (2006, March). Can You See Me Now? ACM Transactions on Computer-Human Interaction (TOCHI), 13 (1), 100–133. , & Ullmer, B. (2011). Interoperability standards for pervasive games. In Proceedings of the 1st international workshop on games and software engineering (pp. 40– 43).