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Pervasive Gaming
 

Pervasive Gaming

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This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games

This session covers the breaking of the magic circle by Alternative/Augmented Reality and pervasive gaming. This presentation is accompanied by videos of events and examples of games

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    Pervasive Gaming Pervasive Gaming Presentation Transcript

    •  
    • We have established that every text (and therefore game) is not an island, it blurs out into culture and is both paratextual and intertextual. Games have a symbiotic relationship with other media and are influenced by and influence them.
    •  
    • “ To play a game means entering into a magic circle, or perhaps creating one as a game begins.” Salen, K. & Zimmerman, E., (2003) Rules of Play: Game Design Fundamentals The MIT Press.  
    • Johan Huizinga uses magic circle as one of the ways in which a game is delineated from what is outside the game (1950) http://www.half-real.net/dictionary/
    • Pervasive Gaming Pervasive gaming can be a mixture of different audience focused practices, in its widest definition it is gaming that protrudes out of the Magic Circle blurring the lines between what is part of the game and what is part of “normality”
    • Pervasive Gaming “ Location-based games that surround you, 24 hours a day, everywhere. When you walk down the street, you're walking through an adventure world draped on top of the real world, and people you meet may be characters in the same game you're playing. Pervasive games are built upon three core technologies: mobile devices, wireless communication, and sensing technologies that capture players’ contexts. It is actually the blend of technologies combined with the location-based and often public nature of game play, gives pervasive games their distinctive identity.” http://girardin.org/fabien/catchbob/pervasive/
    • What does the Apollo Chocolate Bar have to do with “The Magic Circle”? (Apollo Bars sold for around £70 in online auction sites)
    • Gary Troup’s Bad Twin
    • The Lost Experience – HiReS! Design Company Alternative Reality Games
    • Alternative Reality Games Spy Games Stephen Fry in America: True West (5/6) (2009) BBC Four
    • Alternative Reality Games The Year Zero 42 Entertainment and Nine Inch Nails
    • Alternative Reality Games I Love Bees 42 Entertainment and Bungie
    • Alternative Reality Games/Urban Gaming Can You See Me Now? Blast Theory and The Mixed Reality Lab at The Nottingham University http://www.blasttheory.co.uk/bt/work_cysmn.html
    • Alternative Reality Games/Urban Gaming Pac Manhattan http://www.pacmanhattan.com/
    • Alternative Reality Games/Urban Gaming I-Tycoon http://www.itycoonproject.com/
    • Augmented Reality Gaming ARQuake is a research project from the Wearable Computing Lab based at The University of Southern Australia and uses the Quake Engine and Augmented Reality Video to bring the “Game Space” and the “Meat Space” together (by meat space I refer to the spaces of physical bodies). This research project from 2006 blurs the boundaries of the game and “reality” and because of Quakes genre (FPS) and the AR headsets the experience is personal or private . ARQuake http://wearables.unisa.edu.au/arquake/index.html
    • ARQuake http://wearables.unisa.edu.au/arquake/index.html Augmented Reality Gaming
    • Non-Location Based Examples NotPron http://www.deathball.net/notpron/
    • Evidence: The Last Ritual http://www.phoenix-investigators.org/fr/index.php Non-Location Based Examples