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ABSTRACT
In this article I argue for a critical analysis and re-evaluation of the term pervasive. Due to ambiguous definitions in both the discourse on computing and gaming, this term has become theoretically entangled with others. This has led to multiple definitions, and also, in the case of gaming, to the neglect of the different perspectives in which a game can be pervasive. In the current nascent stage of research into pervasive gaming, in which attempts are being made to theorize this concept, I argue for an analytical overview of the use of the term pervasive in order to understand the different perspectives in which it is used.
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INDEX TERMS
Primary Classification:
J.
Computer Applications
J.5
ARTS AND HUMANITIES
Additional Classification:
K.
Computing Milieux
K.1
THE COMPUTER INDUSTRY
K.2
HISTORY OF COMPUTING
K.4
COMPUTERS AND SOCIETY
K.8
PERSONAL COMPUTING
K.8.0
General
General Terms:
Experimentation,
Human Factors,
Theory
Keywords:
discourse analysis,
games,
gaming,
hardware,
history of computing,
information theory,
interactive and reactive computation,
interactive environment,
multi/mixed media,
pervasive computing,
pervasive gaming,
portable devices (e.g.,
laptops,
personal digital assistants),
research discourse,
terminology,
ubiquitous computing,
ubiquitous gaming,
user-centered design
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