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Blending history and fiction in a pervasive game prototype

Published: 25 November 2014 Publication History

Abstract

Pervasive games represent an exciting development in gaming which leverages the use of sensor, visualization and networking technologies to provide immerse live-action game experiences. The field of pervasive games has been intensively researched in the recent years, as evidenced from the proliferation of available prototypes. Existing pervasive game projects commonly do not enable relocation of the game space while also overlooking several aspects which critically affect user acceptance and game experience such as scenario design, usability of employed technologies, game duration and intensity. This article introduces Barbarossa, an outdoor pervasive role-playing game. Barbarossa addresses the abovementioned issues featuring several portable game modes. It also takes into account concrete technology usage requirements for each game mode according to the game session duration and player effort required. Further, game experience is enhanced through incorporating several contextual parameters. User evaluation trials indicated warm reception of Barbarossa by players and confirmed that the main game design objectives have been largely achieved.

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Cited By

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  • (2023)Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game ElementsSensors10.3390/s2323951323:23(9513)Online publication date: 30-Nov-2023
  • (2023)Designing Pervasive Games Oriented Towards the Elderly: A Case StudyInformation and Communication Technologies for Ageing Well and e-Health10.1007/978-3-031-37496-8_13(234-255)Online publication date: 14-Jul-2023
  • (2020)GeoPGD: methodology for the design and development of geolocated pervasive gamesUniversal Access in the Information Society10.1007/s10209-020-00769-wOnline publication date: 24-Oct-2020
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cover image ACM Other conferences
MUM '14: Proceedings of the 13th International Conference on Mobile and Ubiquitous Multimedia
November 2014
275 pages
ISBN:9781450333047
DOI:10.1145/2677972
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: 25 November 2014

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Author Tags

  1. openness
  2. orchestration
  3. pervasive games
  4. role-playing
  5. user-generated content

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  • Research-article

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MUM '14
MUM '14: International Conference on Mobile and Ubiquitous Multimedia
November 25 - 28, 2014
Victoria, Melbourne, Australia

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Overall Acceptance Rate 190 of 465 submissions, 41%

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Cited By

View all
  • (2023)Designing a Tangible User Interface (TUI) for the Elderly Based on Their Motivations and Game ElementsSensors10.3390/s2323951323:23(9513)Online publication date: 30-Nov-2023
  • (2023)Designing Pervasive Games Oriented Towards the Elderly: A Case StudyInformation and Communication Technologies for Ageing Well and e-Health10.1007/978-3-031-37496-8_13(234-255)Online publication date: 14-Jul-2023
  • (2020)GeoPGD: methodology for the design and development of geolocated pervasive gamesUniversal Access in the Information Society10.1007/s10209-020-00769-wOnline publication date: 24-Oct-2020
  • (2019)Pervasive games in the rehabilitation processProceedings of the 5th Workshop on ICTs for improving Patients Rehabilitation Research Techniques10.1145/3364138.3364167(140-143)Online publication date: 11-Sep-2019
  • (2018)GeoPGDProceedings of the XIX International Conference on Human Computer Interaction10.1145/3233824.3233862(1-8)Online publication date: 12-Sep-2018
  • (2018)Modeling and Defining the Pervasive Games and Its Components from a Perspective of the Player ExperienceTrends and Advances in Information Systems and Technologies10.1007/978-3-319-77712-2_58(625-635)Online publication date: 17-May-2018
  • (2017)User-Generated Content in Pervasive GamesComputers in Entertainment10.1145/316157016:1(1-23)Online publication date: 23-Dec-2017
  • (2017)Pervasive gamesProceedings of the XVIII International Conference on Human Computer Interaction10.1145/3123818.3123832(1-4)Online publication date: 25-Sep-2017
  • (2017)Occlusion handling in outdoors augmented reality gamesMultimedia Tools and Applications10.1007/s11042-016-3581-176:7(9829-9854)Online publication date: 1-Apr-2017
  • (2016)Augmented reality in cultural heritage: Field of view awareness in an archaeological site mobile guideJournal of Ambient Intelligence and Smart Environments10.3233/AIS-1603948:5(501-514)Online publication date: 31-Oct-2016
  • Show More Cited By

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