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Beyond the Screen   the principles of pervasive game design   Markus Montola, Nokia Research Center Jaakko Stenros, University of Tampere Annika Waern, Mobile Life Center
Epidemic Menace
Day of the Figurines
Interference
Insectopia
Momentum
adaptronic games alternate reality games ambient games appropriative games augmented reality games big games brink games crossmedia games hybrid games immersive games invasive games  location-based games location-aware games locative games massive games mixed reality games mobile games pervasive games reality games supergames total games trans-reality games ubiquitous games urban games
[object Object]
 
[object Object]
 
[object Object]
[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
 
[object Object],[object Object]
embrace infinite affordances BotFighters
[object Object],[object Object]
everything matters Deathgame (Killer the Game of Assassination)
[object Object],[object Object]
plan for emergence and coincidence Abstract Tours
[object Object],[object Object]
design tangible immediate experiences The Real Race
[object Object],[object Object]
Prosopopeia harness reality a s a source book
[object Object],[object Object],[object Object],[object Object]
gps cell positioning   augmented reality   wlan rfid bluetooth infrared gprs mobile augmented reality gesture recognition  semacodes phone cameras nfc galileo 3g  magnetometer image recognition haptic feedback pedometer biometric sensors gps map voip
mobile tech  supports  pervasive games play takes place beyond the screen
Epidemic Menace play takes place beyond the screen
rich history of pervasive play without tech be inspired by predecessors
Skateboarding be inspired by predecessors
Funeral Ceremony of the Anti-Proces (Happening, 1960) be   inspired by predecessors
Masquerade be inspired by predecessors
principles of spatial expansion
balance between global and local is difficult choose physical, local, glocal or global
choose physical, local, glocal or global
cities are filled with exciting areas turn players into urban explorers
Momentum turn players into urban explorers
division to physical, virtual and mediated is fake appropriate all space
appropriate all space Heroes Evolution
principles of temporal expansion
temporal play modes help mix game and life design for dormancy, ambient play, asychronicity and seamlessness
design for dormancy, ambient play, asychronicity and seamlessness
you never know when your game is played support contextual adaptability
support contextual adaptability Leisure Suit Larry in the Land of Lounge Lizards
principles of social expansion
pervasive games are joined not purchased lure players with open, implicit, rabbit hole and viral invitations
lure players with open,  implicit, rabbit hole and  viral in vitations
players enjoy different levels of involvement tier participation
The Truth about Marika tier participation
games serve as a social alibi use brink of magic circle to empower players
use brink of magic circle to empower players Twister
play changes the way you look at the world hide in plain sight
Shelby Logan’s Run hide in plain sight
you decide where players go and what they do create social events to transform space
Pillow Fight Club create social events to transform space
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
challenge: literacy
Spacewar!
challenge: ethical
Vem gråter
challenge: profitable
BotFighters
Prisoner Escape from the Tower questions? comments?
http://pervasivegames.wordpress.com/
[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object],[object Object]
http://pervasivegames.wordpress.com/

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