Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like streets, conferences, museums and other non-traditional game venues – and game designers need to understand the world as a medium—both its challenges and its advantages.
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, how they are made and by whom. For theorists, it provides a solid theoretical, philosophical and aesthetic grounding of their designs.
Pervasive Games covers everything from theory and design to history and marketing. Designers will find 13 detailed game descriptions, a wealth of design theory, examples from dozens of games and a thorough discussion of past inspirations—directly from the game designers themselves.
“This book is the definitive guide to the past, present, and future of stories and games that jump out of their cages and into your real life. Whether it’s characters that call you on the phone or game play that happens on the bus on your way to work, this kind of immersive entertainment will define the culture of the next century as surely as the movies dominated the last one.” – Sean Stewart, Chief Creative, Fourth Wall Studios, and author of the cross-media international bestseller, Cathy’s Book
“Standing at the intersection of games, design and theory, the authors of Pervasive Games: Theory and Design, bring fresh air into game studies with this look at the field of ubiquitous play. Deeply connected to critical game studies, and filled with design case studies, this book is an excellent source for those involved in the design, study or play of pervasive games.” –Tracy Fullerton, Associate Professor, USC School of Cinematic Arts and Author of Game Design Workshop
Primary authors and editors: Markus Montola, Jaakko Stenros and Annika Waern.
Contributors: Matt Adams, Rafael Ballagas, Joe Belfiore, Staffan Björk, Eric Clough, Martin Ericsson, Jussi Holopainen, Fredrik Lange, Frank Lantz, Frans Mäyrä, Johan Peitz, Olli Sotamaa, Mattias Svahn and Steffen P. Walz.
Foreword by Sean Stewart.
You can browse inside Pervasive Games at books.google.com and at Amazon.com.
Table of Contents
Case A: Killer
Chapter One: Games and Pervasive Games
Basics and definitions; what are pervasive games and why are they interesting.
Case B: The Beast
Chapter Two: Pervasive Game Genres
Pervasive games range from ARGs to treasure hunts et cetera.
Case C: Shelby Logan’s Run
Chapter Three: Historical Influences on Pervasive Games
Looking back at loads of creative works that did similar things before pervasive games.
Case D: BotFighters
Chapter Four: Designing Spatial Expansion
Everything about space and pervasivity.
Case E: Mystery on Fifth Avenue
Chapter Five: Designing Temporal Expansion
Starting, ending and structuring a long pervasive game.
Case F: Momentum
Chapter Six: Designing Social Expansion
How to entertain and exploit bystanders.
Case G: PacManhattan
Chapter Seven: Pervasive Game Design Strategies
Holistic design strategies from game mastering to tangible experiences and so forth.
Case H: Epidemic Menace
Chapter Eight: Information Technology in Pervasive Games
How to use and how to not use pervasive technologies in pervasive games.
Case I: Insectopia
Chapter Nine: Designing Pervasive Games for Mobile Phones
The 3.3 billion cellphones of the world are the premium platform for pervasive gaming.
Case J: Vem gråter
Chapter Ten: Ethics of Pervasive Gaming
Horror stories, close calls and lessons learned.
Case K: REXplorer
Chapter Eleven: Marketing the Category of Pervasive Games
How to sell these games to people who don’t understand what they are?
Case L: Uncle Roy All Around You
Chapter Twelve: Art and Politics of Pervasive Gaming
Exploring the artistic power and relevance of pervasive games.
Case M: The Amazing Race
Chapter Thirteen: Pervasive Games in Media Culture
How do pervasive games relate to the changing media culture?
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[…] The Book « Pervasive Games: Theory and Design "Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like streets, conferences, museums and other non-traditional game venues – and game designers need to understand the world as a medium—both its challenges and its advantages. 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, how they are made and by whom. For theorists, it provides a solidtheoretical, philosophical and aesthetic grounding of their designs." (tags: book pervasive_computing pervasive anticipation design games urban urbancomputing experimentation speculation) […]
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