2005
DOI: 10.1145/1047671.1047704
|View full text |Cite
|
Sign up to set email alerts
|

Bridging the physical and digital in pervasive gaming

Abstract: A new generation of entertainment technology takes computer games to the streets---and ultimately beyond.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
2
2
1

Citation Types

1
113
0
6

Year Published

2005
2005
2017
2017

Publication Types

Select...
6
1

Relationship

0
7

Authors

Journals

citations
Cited by 186 publications
(120 citation statements)
references
References 7 publications
1
113
0
6
Order By: Relevance
“…This was first discovered by researchers on pervasive gaming: Benford [3,4] raised the problems of uncertainty, spatial configuration, and temporal orchestration of a pervasive game, which are caused by its embedding in space. Walther [42] distinguished tangibility space, information space, and accessibility space, where the first is the space of possible interactions with a physical environment, the second is a digital game representation of the first, and the third interfaces the former two.…”
Section: Places and The Meaningful Environment In Gamesmentioning
confidence: 99%
See 2 more Smart Citations
“…This was first discovered by researchers on pervasive gaming: Benford [3,4] raised the problems of uncertainty, spatial configuration, and temporal orchestration of a pervasive game, which are caused by its embedding in space. Walther [42] distinguished tangibility space, information space, and accessibility space, where the first is the space of possible interactions with a physical environment, the second is a digital game representation of the first, and the third interfaces the former two.…”
Section: Places and The Meaningful Environment In Gamesmentioning
confidence: 99%
“…In Google's successful contemporary LBG Ingress 3 , urban landmarks form "portals" which need to be "hacked" and "linked" to generate "control fields", i.e., spatial triangles under the control of a group of players. However, the choice of landmarks and triangles is arbitrary, and there is no dependency between player actions and geographic places, in particular since actions remain largely virtual 4 .…”
Section: Places and The Meaningful Environment In Gamesmentioning
confidence: 99%
See 1 more Smart Citation
“…Suspension of disbelief occurs frequently in the play of pervasive or mixed-reality games (Stenros et al, 2009). Mixed-reality games bridge the physical and the digital (Benford et al, 2005). They serve as a vehicle to study distributed interactions across multiple devices and ubiquitous computing environments 'in the wild' (Crabtree et al, 2006).…”
Section: Related Workmentioning
confidence: 99%
“…Both DR as well as MRGs routinely bridge the physical and the digital as part of their actors' coordination (Benford et al, 2005). DR for example makes use of the twitterverse to inform real world response (e.g., Sarcevic et al, 2012).…”
Section: Related Workmentioning
confidence: 99%