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Place as media in pervasive games
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Source ACM International Conference Proceeding Series; Vol. 305 archive
Proceedings of the 4th Australasian conference on Interactive entertainment table of contents
Melbourne, Australia
Article No. 7  
Year of Publication: 2007
ISBN:978-1-921166-87-7
Author
Hugh Davies  ANAT Board member, Northcote, Victoria
Sponsors
SIGGRAPH: ACM Special Interest Group on Computer Graphics and Interactive Techniques
SIGART: ACM Special Interest Group on Artificial Intelligence
SIGCHI: ACM Special Interest Group on Computer-Human Interaction
SIGWEB: ACM Special Interest Group on Hypertext, Hypermedia, and Web
Publisher
RMIT University  Melbourne, Australia, Australia
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ABSTRACT

By blurring the boundary between game fiction and reality, Pervasive Games impact the shared space of the city areas that they use as gaming platform. Drawing on notions of spatial theory and Pervasive Gaming practice, this paper discusses ways in which game designers can navigate the constraints and possibilities of gaming in social and physical spaces towards creating greater immersion for players and generating new associations for city spaces. This design challenge within Pervasive Gaming represents a broader shift in interest from representing spatial reality in gaming, to being a part of shaping it.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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