Pervasive gaming in the everyday world
K Jegers, M Wiberg - IEEE Pervasive Computing, 2006 - ieeexplore.ieee.org
K Jegers, M Wiberg
IEEE Pervasive Computing, 2006•ieeexplore.ieee.orgIn this paper, we've made an initial attempt to explore the three dimensions of pervasive
game play in the context of people's everyday life. Using an advanced prototype of SupaFly,
a pervasive game developed by the former company It's Alive (now part of Daydream), we've
evaluated how people perceive and play the game in normal, everyday settings. Our
evaluation focused on how the players judged the designers' attempts to incorporate the
three dimensions in the game.
game play in the context of people's everyday life. Using an advanced prototype of SupaFly,
a pervasive game developed by the former company It's Alive (now part of Daydream), we've
evaluated how people perceive and play the game in normal, everyday settings. Our
evaluation focused on how the players judged the designers' attempts to incorporate the
three dimensions in the game.
In this paper, we've made an initial attempt to explore the three dimensions of pervasive game play in the context of people's everyday life. Using an advanced prototype of SupaFly, a pervasive game developed by the former company It's Alive (now part of Daydream), we've evaluated how people perceive and play the game in normal, everyday settings. Our evaluation focused on how the players judged the designers' attempts to incorporate the three dimensions in the game.
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