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Bridging the physical and digital in pervasive gaming

Published: 01 March 2005 Publication History

Abstract

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

References

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Benford, S., Rowland, D., Flintham, M., Drozd, A., Hull, R., Reid, J., Morrison, J., Facer, K. Life on the edge: Supporting collaboration in location-based experiences. In Proceedings of CHI `05 Conference on Human Factors in Computing Systems (Portland, OR, Apr. 2005). ACM, NY. Forthcoming.
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Benford, S., Seagar, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row-Farr, J., Oldroyd, A., and Sutton, J. The error of our ways: The experience of self-reported positioning in a location-based game. In Proceedings of Ubicomp 2004 (Nottingham, U.K., Sept. 2004). Springer-Verlag.
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Bjôrk, S., Falk, J., Hansson, R., and Ljungstrand, P. Pirates! Using the physical world as a game board. In Proceedings of Interact 2001 Conference on Human-Computer Interaction. (Tokyo, Japan, July 2001); Play.Tii.Se/Publications/2001/Piratesshort.Pdf
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Cheok, A., Goh, K., Farbiz, F., Fong, S., Teo, S., Li, Y., and Yang, X. Human Pacman: A mobile, wide-area entertainment system based on physical, social and ubiquitous computing. Personal And Ubiquitous Computing 8, 2 (May 2004), Springer-Verlag, 71--81.
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Flintham, M., Anastasi, R., Benford, S., Hemmings, T., Crabtree, A., Greenalgh, C., Rodden, T., Tandavanitj, N., Adams, M. And Row-Farr, J. Where on-line meets on-the-streets: Experiences with mobile mixed reality games. In Proceedings Of The 2003 CHI Conference On Human Factors In Computing Systems (Florida, Apr. 2003). ACM Press, NY, 569--576.
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Magerkurth, C., Engelke, T., and Memisoglu, M. Augmenting the virtual domain with physical and social elements. In Proceedings of the International Conference on Advancements in Computer Entertainment Technology (Singapore, June 3--5, 2004). ACM Press, NY, 163--172.
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  • (2024)Virtual Worlds through Virtual Reality and Augmented RealityThe Cambridge Handbook of Cyber Behavior10.1017/9781107165250.016(381-403)Online publication date: 6-Dec-2024
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Information

Published In

cover image Communications of the ACM
Communications of the ACM  Volume 48, Issue 3
The disappearing computer
March 2005
108 pages
ISSN:0001-0782
EISSN:1557-7317
DOI:10.1145/1047671
Issue’s Table of Contents
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 01 March 2005
Published in CACM Volume 48, Issue 3

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Cited By

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  • (2024)Learning from Users: Everyday Playful Interactions to Support Architectural Spatial ChangesProceedings of the ACM on Human-Computer Interaction10.1145/36770858:CHI PLAY(1-25)Online publication date: 15-Oct-2024
  • (2024)Searching for Us: A Pervasive Tangible Narrative About FriendshipCompanion Publication of the 2024 ACM Designing Interactive Systems Conference10.1145/3656156.3665423(284-288)Online publication date: 1-Jul-2024
  • (2024)Virtual Worlds through Virtual Reality and Augmented RealityThe Cambridge Handbook of Cyber Behavior10.1017/9781107165250.016(381-403)Online publication date: 6-Dec-2024
  • (2024)Technologies in Cyber BehaviorThe Cambridge Handbook of Cyber Behavior10.1017/9781107165250.010(213-478)Online publication date: 6-Dec-2024
  • (2024)Exploring Collaborative Storytelling Through Performative Avatars in Searching for Us: A Tangible Pervasive NarrativeInteractive Storytelling10.1007/978-3-031-78453-8_8(115-134)Online publication date: 2-Dec-2024
  • (2024)Heuristics for Designing Pervasive Game Experiences in the Older Adult PopulationGood Practices and New Perspectives in Information Systems and Technologies10.1007/978-3-031-60224-5_1(3-12)Online publication date: 13-May-2024
  • (2024)Rollick Games: A Formal Language Based Platform for Location-Based Pervasive GamesSmart Mobile Communication & Artificial Intelligence10.1007/978-3-031-56075-0_27(287-296)Online publication date: 20-Mar-2024
  • (2024)Mobile Cloud GamingEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_77(1163-1169)Online publication date: 5-Jan-2024
  • (2024)Physical, Virtual, and Game World PersistenceEncyclopedia of Computer Graphics and Games10.1007/978-3-031-23161-2_72(1384-1388)Online publication date: 5-Jan-2024
  • (2023)Authoring Interactive Narrative Meets Narrative Interaction DesignThe Authoring Problem10.1007/978-3-031-05214-9_8(113-130)Online publication date: 2-Jan-2023
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