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VINN Excellence Centre 2007-2017 Mobile Life

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Pervasive games

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Pervasive games are a curious form of culture. They exist in the intersection of phenomena such as city culture, mobile technology, network communication, reality fiction and performing arts, combining bits and pieces from various contexts to produce new play experiences. The family of pervasive games is diverse, including individual games ranging from simple single-player mobile phone games to artistically and politically ambitious mixed reality events. Some games use high-end technology, while others can be realized with no technology at all.

Visibility and Social Expansion. Pervasive games are always played among people that are not themselves playing, and players will often interact with other players as well as with bystanders. We explore play in public space, deliberately emphasizing play activities that are publicly visible and leave public traces. We also explore play in mass media, studying the emergent interaction between pervasive games and TV, film, books and daily newspapers.

Deep engagement. Previous research in the group has shown the critical potential that pervasive games offer from creating deep player engagement. One goal for our research is to create example games that provide opportunities for deep player engagement in difficult issues; these are arenas for learning and reflection.

Tools for development and game-mastering. Game mastering has proven invaluable in pervasive games. The goal of successful game mastering is to strike a balance, where the game can respond to player improvisations and (in the case of pervasive games) real-world interventions without becoming just an open playground where anything goes. However, a huge challenge with game-mastering is to mix automated and manually controlled gameplay in ways that allow for large-scale games without losing the human touch that game-mastering allows. This, we address primarily through the development of tools that support authoring as well as orchestration of pervasive games.
 

Pervasive games Image

Also See:

  • 2012-09-15
    Annika Waern at SVT Play

Members:

Annika Waern
Elena Márquez Segura
Jon Back
Kim Nevelsteen
Syed Naseh
Marie Denward

Connected Projects:

The Babylon Evaluation tool
The Creator
Traveur

Publications:

An experiment with random stories in pervasive games
Boxed Pervasive Games: An Experience with User-Created Pervasive Games
The Three-Sixty Illusion: Designing For Immersion in Pervasive Games
Sanningen om Marika – The Interplay of Reality and Fiction
On the Edge of Reality: Reality Fiction in Sanningen om Marika
Studying the Elusive Experience in Pervasive Games
I'm in love with someone that doesn't exist!! - Bleed in the context of a Computer Game
Interactive augmented reality
The challenges of designing a gender-aware pervasive game
An In-Game Reporting Tool for Pervasive Games
Faces and Illustrations: New concepts for tools for reporting emotion and activity in a pervasive game
Games as Activity: Correcting the Digital Fallacy
Performative Gestures for Mobile Augmented reality interaction
Introduction to special issue: Experiencing games: Games, play and players
GDD as a Communication Medium
Mobile Digital Interactive Storytelling – A winding path
Athletes and street acrobats: Designing for play as a community value in Parkour

Partners:

SICS Swedish ICT

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