The growing availability of mobile communication infrastructure over the last decade has contributed significantly to the maturity of Pervasive Gaming. The massive success of games such as Ingress and Pokémon Go made pervasive gaming a viable option for transforming learning. By its adaptability to location and context, pervasive technology is a valuable support for the design of engaging learning experiences. Despite profound examples of pervasive gaming as learning tool, there is still a lack of reliable methodologies to construct purposeful pervasive learning experiences. The Pervasive Game Design Framework (PGDF) is intended to fill this gap. In this article, we present the PGDF using the example of Ingress. Ingress is a prominent pervasive game, as it has received huge attention since its appearance in 2012. A large community of players and third-party-tool suppliers has created a rich set of experiences since then. In this research, we examine Ingress according to PGDF’s categories based on a survey among long-term Ingress players (N=133). Founded on this analysis we identify three main benefits for Ingress players. Furthermore, we discuss the consequences of these findings on the PGDF. Summarizing, this work strengthens the applicability of the PGDF, in order to enable the construction of enriched pervasive learning experiences.
Gaming technologies provides new ways of learning, but even though the new technologies have unique opportunities to support different individual needs, most games are not designed for people with impairments. This is specifically a problem in a learning context in mixed groups as well as for teachers with impairments who have to use the technology for preparing their classes. This paper focuses on how to make games for learning more accessible for students and teachers with different impairments.
Abstract. Current demographic changes have made it necessary to implement innovative solutions in order to respond to elderly people's needs. This paper describes a concept designed to cater for such users' needs via modern technologies. Survey data and end-users feedback were collected and processed in order to identify the most frequent types of use cases, such as in-home health monitoring, house monitoring, fall down detector, automatic door lock, indoor mobility patterns. The architecture we suggest is service oriented, it uses a general representation of data, and protocols for communication and is flexible enough to provide more services than the already existing one. The platform's design for the core subsystem boosts the effectiveness of sensor measurements by applying near real-time processing algorithms via Complex Event Processing engine, or by offering integrated messaging mechanisms. We use the Business Process Management Workflows to define new treatments for the elderly, and to generate medication and medical check alerts. The concept described here opens the way for app developers to extend the platform's functionalities. Developing and deploying the corresponding plug-ins ensure the platform's adaptability requirement.
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