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Pervasive games: bringing computer entertainment back to the real world
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Source Computers in Entertainment (CIE) archive
Volume 3 ,  Issue 3  (July 2005) table of contents
SECTION: Pervasive gaming table of contents
Pages: 4 - 4  
Year of Publication: 2005
ISSN:1544-3574
Authors
Carsten Magerkurth  Ambiente, Darmstadt, Germany
Adrian David Cheok  Nanyang Technological University, Singapore
Regan L. Mandryk  Simon Fraser University, Vancouver, BC, Canada
Trond Nilsen  Human Interface Technology Laboratory, Christchurch, New Zealand
Publisher
ACM  New York, NY, USA
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ABSTRACT

This article gives an introduction and overview of the field of pervasive gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world.The field of pervasive games is diverse in the approaches and technologies used to create new and exciting gaming experiences that profit by the blend of real and virtual game elements. We explicitly look at the pervasive gaming sub-genres of smart toys, affective games, tabletop games, location-aware games, and augmented reality games, and discuss them in terms of their benefits and critical issues, as well as the relevant technology base.


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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CITED BY  29

Collaborative Colleagues:
Carsten Magerkurth: colleagues
Adrian David Cheok: colleagues
Regan L. Mandryk: colleagues
Trond Nilsen: colleagues