Pervasive game
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A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you", while Montola, Stenros and Waern's book, ''Pervasive Games'' defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "
magic circle A magic circle is a circle of space marked out by practitioners of some branches of ritual magic, which they generally believe will contain energy and form a sacred space, or will provide them a form of magical protection, or both. It may be mark ...
" draws from the work of
Johan Huizinga Johan Huizinga (; 7 December 1872 – 1 February 1945) was a Dutch historian and one of the founders of modern cultural history. Life Born in Groningen as the son of Dirk Huizinga, a professor of physiology, and Jacoba Tonkens, who died two y ...
, who describes the boundaries of play. The origins of pervasive gaming are related to the concepts of
pervasive computing Ubiquitous computing (or "ubicomp") is a concept in software engineering, hardware engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using ...
, ubiquitous computing and ubiquitous gaming.


Definitions

The first definition of a pervasive game was as "a LARP (
Live action role-playing game A live action role-playing game (LARP) is a form of role-playing game where the participants physically portray their characters.(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique feature ...
) game that is augmented with computing and communication technology in a way that combines the physical and digital space together". Since then the term has become ambiguous, taking on the following definitions: * A game that depends primarily on ''pervasive technology and nonstandard input devices'' * An existing game that is ''augmented by computers'', resulting in a blend of the real and virtual worlds * A game ''that pervades the real world in an undefined manner, and thus blends with it'' * A ''specific setting'' of the game world within the real world * A game that ''blurs the boundaries between itself and the real world'', which can influence the concept of the ''
magic circle A magic circle is a circle of space marked out by practitioners of some branches of ritual magic, which they generally believe will contain energy and form a sacred space, or will provide them a form of magical protection, or both. It may be mark ...
'' * A game that is ''an overlay'' of the real world or where the ''world becomes a game board'' * A game with a ''persistent presence'' in the real world, and thus available to the players at all times * A game where the ''gameplay'' interacts with elements of the real world, thus challenging standard gameplay conventions * A game where there is ''mutual interaction among players and elements in the real world'' * A game that blends ''with everyday experiences'' These definitions can be generalized as being from two perspectives: "a technological one that focuses on computing technology as a tool to enable the game to come into being" (i.e., the first two meanings on the list above) and "a cultural one that focuses on the game itself and, subsequently, on the way the game world can be related to the everyday world" (i.e., the eight remaining meanings above). In definitive work by Markus Montola, pervasive games are summarily defined as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially", in other words "expand the boundaries of play". From the user experience perspective, Arango-López et al. propose a new definition, taking into account the given basis by Montola and their own experience in the game's development. They define that: "A pervasive game delivers to the player an enriched experience of the game through an evolvement of the dynamics of the game, expanding the space of the game according to the context where it is played. This allows breaking the boundaries of the game world, making reality part of it and that the elements in that really have an influence during the game". They delved in the special features and added a component diagram of the pervasive games, it is based on the pervasive narrative of videogames.


History

The first time the word "pervasive" was applied to gaming is around March or April 2001, by Jennica Falk, in an article referring to the environment of the game, rather than the game itself. That same year Jay Schneider and Gerd Kortuem coined the term "pervasive gaming", admitting that they derived the term from pervasive computing. Although the origins of ubiquitous computing and pervasive computing differ, they are often used interchangeably and both are the basis for pervasive gaming. Specifically, it is the technological perspective of pervasive games that borrows from both the cultural and the technological perspectives of pervasive computing. And, because ubiquitous computing and pervasive computing have been intermingled in the past, they both influence pervasive games. At the Computer Science Lab at Xerox PARC in 1988,
Mark Weiser Mark D. Weiser (July 23, 1952 – April 27, 1999) was a computer scientist and chief technology officer (CTO) at Xerox PARC. Weiser is widely considered to be the father of ubiquitous computing, a term he coined in 1988. Within Silicon Vall ...
set up a "ubiquitous computing" research program to "conceive a new way of thinking about computers in the world, one that takes into account the natural human environment and allows the computers themselves to vanish into the background". The program was designed such that computers were to cater to the wishes of the user, being of various sizes, aware of their location and easy to use. In 1998, Mark Bregman at IBM introduced "pervasive computing" as a commercial aspect where people have quick access to services anytime and anywhere. Initially, the concepts of ubiquitous computing and pervasive computing were from different perspectives, but the two concepts were continuously redefined and related to other terms and concepts, leading to confusion and ambiguity.


Staging a pervasive game

The staging of a pervasive game can be divided into three temporal phases: "pre-production", "run-time", and "post-production", but because we are dealing with games these phases can also be referred to as "pre-game", "in-game" and "post-game", leaving the word "run-time" to mean that the game is running, but players are not necessarily playing. Because pervasive games make use of technology, the technology is started during or at the end of the pre-game phase and left running throughout the in-game phase. The pre-game phase is usually used to reconfigure or author the game to a particular context, for example a location. Reconfiguration of the game can extend into the in-game phase. The post-game phases is often used to debrief players and perform analysis of the game for further stagings. While players are playing in the in-game phase, the game can be continuously altered through the use of game mastering. Because pervasive games take place in the physical world, another responsibility of the game master is to keep players safe in the highly variable, possibly dangerous conditions of the physical world. A drawback of game mastering being that it can require a significant amount of human resources. In order to support game mastering, tools can be used to automate the process. Such tools, among other things, can help process the potentially massive amounts of event information game masters must deal with. Two ways a gamemaster can influence the flow of the game: by directly altering information in the technology guiding the game, or by communicating directly with the players.


Classification

Pervasive games have been associated with ubiquitous games, augmented and mixed reality games, mobile games,
alternate reality game An alternate reality game (ARG) is an interactive networked narrative that uses the real world as a platform and employs transmedia storytelling to deliver a story that may be altered by players' ideas or actions. The form is defined by inten ...
s, (enhanced) live action role playing, affective gaming,
virtual reality Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), e ...
games,
smart toy A smart toy is an interactive toy which effectively has its own intelligence by virtue of on-board electronics. These enable it to learn, behave according to preset patterns, and alter its actions depending upon environmental stimuli and user input. ...
s, location-based or location-aware games, crossmedia games and augmented
tabletop game Tabletop games or tabletops are games that are normally played on a table or other flat surface, such as board games, card games, dice games, miniature wargames, or tile-based games. Classification according to equipment used Tabletop ga ...
s. The book ''Digital Cityscapes'' categorizes "playful activities that use mobile technologies as interfaces and the physical space as the game board" into four categories; pervasive games is said to be the most general, with urban games, location-based mobile games and
hybrid reality game A mixed reality game (or hybrid reality game) is a game which takes place in both reality and virtual reality simultaneously. According to Souza de Silva and Sutko, the defining characteristic of such games is their "lack of primary play space; thes ...
s being successively more specific. Another subclassification of pervasive games is based on to what degree technology is utilized in the game. A pervasive game is said to be "technology-sustained", if the game relies on computer simulation, in other words, "the computer maintains the game state through monitoring and reacting to player activities". In contrast, "technology-supported" pervasive games use technology, but it is not required for all game activities. Hybrids are possible, where part of the game is technology-sustained, but others are not. Not a straightforward classification, Valente et al. propose a method to determine pervasive qualities applicable to mobile games, i.e. what makes a mobile game pervasive? The results of their method is a quality report containing a Quality spreadsheet and a Quality vector summarizing each game. They provide a taxonomy of pervasive qualities consisting of the following first-level qualities: Spatiality, Permanence, Communicability, Accessibility, Context awareness, Resilience and Sociality. Each of these first-level qualities has been divided into one or more second-level qualities.


Examples

Examples of pervasive games include ''
Pokémon Go ''Pokémon Go'' (stylized as ''Pokémon GO'') is a 2016 augmented reality (AR) mobile game, part of the ''Pokémon'' franchise, developed and published by Niantic in collaboration with Nintendo and The Pokémon Company for iOS and Android ...
'', ''
Négone Négone was a Spanish proprietary augmented reality role playing experience played at a facility in Madrid. Description In a physical indoor space, an adventure was played out in themed rooms and scenes. The player went through the scenes, i ...
'', '' The Killer'', '' The Beast'', ''
Shelby Logan's Run The Game is a non-stop 24- to 48-hour treasure hunt, puzzlehunt or road rally that has run in the San Francisco Bay and Seattle areas. Its teams use vans rigged with power and Internet access and drive hundreds of miles from puzzle site to puzzle ...
'', ''
BotFighters BotFighters is a location-based mobile game and a pervasive game, developed by It's Alive Mobile Games AB! (acquired by Digiment in 2007) designed to be a MMORPG played in an urban environment. It was possibly the world's first commercial locati ...
'', '' Pac-Manhattan'', '' Uncle Roy All Around You'', '' Amazing Race''. Pervasive game examples built on the EQUIP 2
software architecture Software architecture is the fundamental structure of a software system and the discipline of creating such structures and systems. Each structure comprises software elements, relations among them, and properties of both elements and relations. ...
, used in Equator and thereafter in IPerG, include '' Can You See Me Now?'', '' Rider Spoke'', '' Day of the Figurines'', and '' Love City''. Niantic, Inc. launched '' Ingress'' in 2012, with about 500,000 players globally, and ''
Pokémon Go ''Pokémon Go'' (stylized as ''Pokémon GO'') is a 2016 augmented reality (AR) mobile game, part of the ''Pokémon'' franchise, developed and published by Niantic in collaboration with Nintendo and The Pokémon Company for iOS and Android ...
'' in 2016. The more recent example of a popular pervasive game is ''Haunted Candy Hunt'' - an AR mobile game inspired by Ghostbusters (franchise) and developed by Trigger.


See also

* Augmented reality * Blast Theory *
Live-action virtual reality game Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), educ ...
* Pervasive informatics *
The Game (mind game) The Game is a mind game in which the objective is to avoid thinking about The Game itself. Thinking about The Game constitutes a loss, which must be announced each time it occurs. It is impossible to win most versions of The Game. Depending on ...
* Transreality gaming


References


External links


You don't have to catch them all
safety in Pokémon Go {{Mixed reality Leisure activities *