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  1. Pervasive games
    theory and design
    Published: ©2009
    Publisher:  Morgan Kaufmann Publishers, Burlington, MA

    Ostbayerische Technische Hochschule Amberg-Weiden / Hochschulbibliothek Amberg
    Unlimited inter-library loan, copies and loan
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    Content information
    Volltext (URL des Erstveröffentlichers)
    Source: Union catalogues
    Language: English
    Media type: Ebook
    Format: Online
    ISBN: 9780123748539; 0123748534; 9780080889795; 0080889794
    Subjects: Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; COMPUTERS / Reference; COMPUTERS / Machine Theory; COMPUTERS / Computer Literacy; COMPUTERS / Information Technology; COMPUTERS / Data Processing; COMPUTERS / Computer Science; COMPUTERS / Hardware / General; Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; Alternate reality games / Design; Fantasy games / Design; Ubiquitous computing; Informatik; Alternate reality games; Fantasy games; Ubiquitous computing; Entwurf; Computerspiel; Geländespiel
    Scope: xxiii, 312 pages
    Notes:

    "International Game Developers Association."--Cover

    Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.-Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible.-Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others

    Includes bibliographical references (pages 286-298) and index