By Kim J.L. Nevelsteen
This booklet scrutinizes pervasive video games from a technological standpoint, concentrating on the sub-domain of video games that fulfill the factors that they utilize digital online game parts. within the machine online game undefined, using a video game engine to construct video games is usual, yet present online game engines don't aid pervasive video games. because the computing device online game is already wealthy with video game engines, this booklet investigates: (i) if a online game engine should be repurposed to level pervasive video games; (ii) if beneficial properties describing a would-be pervasive video game engine could be pointed out; (iii) utilizing these good points, if an structure be present in an analogous ‘product line’ as an latest engine and that may be prolonged to degree pervasive video games (iv) and, ultimately, if there any demanding situations and open matters that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is performed, collecting technical info and distilling an element function set that permits pervasive video games. moment, a kind of video game engine is selected as candidate within the similar product line as a would-be pervasive video game engine, helping as a lot of the function set as attainable. The structure is prolonged to aid the full characteristic set and used to level a pervasive video game known as Codename: Heroes, validating the structure, highlighting beneficial properties of specific value and making a choice on any open matters. the realization of this publication is additionally twofold: the ensuing function set is demonstrated to coincide with the definition of pervasive video games and comparable paintings. And secondly, a digital global engine is chosen as candidate within the comparable product line as a would-be pervasive video game engine. Codename: Heroes used to be effectively applied, reaping some great benefits of utilizing the chosen engine; improvement time used to be low, spanning quite a few months. Codename: Heroes was once staged two times, with out balance matters or down time.
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Extra resources for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Sutton, J. (2003, November). Uncle roy all around you: mixing games and theatre on the city streets. In Level up conference proceedings. University of Utrecht: DiGRA. , . . Row-Farr, J. (2003, April). Where on-line meets on the streets: experiences with mobile mixed reality games. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 569–576). CHI ’03. New York, NY, USA: ACM. , & Adams, M. (2007, June). Day of the figurines: a slow narrative-driven game for mobile phones using text messaging.
2006). EQUIP and the EQUATOR component toolkit (ECT) homepage. net/ EQUATOR. (2010, September). EQUATOR Interdisciplinary Research Collaboration (IRC). , . . Sutton, J. (2003, November). Uncle roy all around you: mixing games and theatre on the city streets. In Level up conference proceedings. University of Utrecht: DiGRA. , . . Row-Farr, J. (2003, April). Where on-line meets on the streets: experiences with mobile mixed reality games. In Proceedings of the SIGCHI conference on human factors in computing systems (pp.
2008). , non-player characters (NPCs). The player of ARQuake wore a wearable context-aware computer system; a laptop connected to a head-mounted display, digital compass and two different positioning systems. , 2000). ARQuake was built by repurposing the original Quake engine which was already open-source then. In contrast to Ambient Wood, ARQuake was built on a graphics engine rather than a virtual world engine, with a Euclidean spatial representation, that could be directly overlaid onto the physical world.
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen