ACM Home Page
Please provide us with feedback. Feedback
The pervasive discourse: an analysis
Full text PdfPdf (206 KB)
Source Computers in Entertainment (CIE) archive
Volume 5 ,  Issue 2  (April/June 2007) table of contents
Interactive TV
SECTION: Pervasive gaming table of contents
Article No. 13  
Year of Publication: 2007
ISSN:1544-3574
Author
Eva Nieuwdorp  University of Utrecht, Institute for Media and Representation, The Netherlands
Publisher
ACM  New York, NY, USA
Bibliometrics
Downloads (6 Weeks): 32,   Downloads (12 Months): 261,   Citation Count: 3
Additional Information:

abstract   references   cited by   index terms  

Tools and Actions: Request Permissions Request Permissions    Review this Article  
DOI Bookmark: Use this link to bookmark this Article: http://doi.acm.org/10.1145/1279540.1279553
What is a DOI?

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.


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.

1
 
2
BJORK, S., LANKOSKI, P., MONTOLA, M., HOLOPAINEN, J, WAERN, A., AND PANKOKE-BABATZ, U. 2005. Deliverable D5.3. Terminology report. WorkPackage WP5: Design & Evaluation for Integrated Project on Pervasive Gaming (release date 31 Aug.2005) FP6 -- 004457.
 
3
 
4
 
5
CHALMERS, M, BARKHUUS, L., BELL, M., BROWN, B., HALL, M., SHERWOOD, S., AND TENNENT, P. 2005. Gaming on the edge. Using seams in pervasive games. Presented at the Pervasive 2005 Workshop on Pervasive Games (PerGames 2005).
 
6
DAVIDSSON, O., PEITZ, J., AND BJORK, S. 2004. Game design patterns for mobile games. Project Rep. Nokia Research Center, Finland.
 
7
DE SOUZA, A. 2004. Location based mobile games. Blurring the borders between physical and virtual spaces. Presentation at The Inter-Society for the Electronic Arts (ISEA) Symposium (Aug.).
 
8
DORDICK, R. 1988. The convenience of small devices. How pervasive computing will personalize e-business. Interview with Mark Bregman. IBM Think Research 3.
 
9
ERICSSON, M. 2003. Enchanting reality. A vision of big experiences on small platforms. In Proceedings of the Level Up DiGRA Conference (Utrecht, Nov.), J.R. Raessens and M. Copier (eds.), 156--167.
 
10
FALK, J. AND DAVENPORT, G. 2004. Live role-playing games. Implications for pervasive gaming. In Proceedings of the ICEC 2004 Conference, M. Rauterberg (ed.), 127--138.
 
11
FLINTHAM, M., ANASTASI, R., BENFORD, S., DROZD, A., MATHRICK, J., ROWLAND, D., OLDROYD, A., SUTTON, J., TANDAVANITJ, N., ADAMS, M., AND ROW-FARR, J. 2003. Uncle Roy all around you. Mixing games and theatre on the streets. In Proceedings of the Level Up DiGRA Conference (Utrecht, Nov.), 168--177.
 
12
 
13
 
14
 
15
HOLLEIS, P., KRANZ, M., WINTER, A., AND SCHMIDT, A. 2005. Playing with the real world. Paper presented at the Pervasive 2005 Workshop on Pervasive Games (PerGames 2005).
16
 
17
IBM corporate website. http://www-306.ibm.com/software/globalization/terminology
 
18
It's Alive! 2007. http://www.itsalive.com.
19
 
20
LATOUR, B. 2003. Science in Action. How to Follow Scientists and Engineers through Society. Harvard University Press, Cambridge, MA.
 
21
LINDLEY, C.A. 2004. Trans-reality gaming. Keynote address. In Proceedings of the Second Annual International Workshop on Computer Game Design and Technology (Liverpool John Moores University, UK, Nov.).
 
22
 
23
LUNDGREN, S. AND BJORK, S. 2003. Game mechanics. Describing computer-augmented games in terms of interaction. In Proceedings of the 1st International Conference on Technologies for Interactive Digital Storytelling and Entertainment (Darmstadt).
24
25
 
26
27
 
28
MCCRORY, A. 2000. Ubiquitous? Pervasive? Sorry. They don't compute. Computerworld 34, 12 (3/20/2000), 44.
 
29
 
30
MCGONIGAL, J. 2004. Play or else. A performance studies approach to ubiquitous gaming. Ph.D. qualifying lecture, April (Alternate title: Ceci n'est pas un pareidolia).
 
31
MCGONIGAL, J. 2003a. This is not a game. Immersive aesthetics and collective play. Presented at the 5th International Digital Arts and Culture Conference (Melbourne, May).
 
32
MCGONIGAL, J. 2003b. A real little game. The performance of belief in pervasive play. In Proceedings of the Level Up DiGRA Conference (Utrecht, Nov.), J.R. Raessens and M. Copier (eds.).
 
33
MONTOLA, M. 2005. .Exploring the edge of the magic circle. Defining pervasive games. In Proceedings of the 2005 DAC Conference (Copenhagen, Dec.).
34
 
35
Tatsuo Nakajima, Pervasive Servers: A framework for creating a society of appliances, Personal and Ubiquitous Computing, v.7 n.3, p.182-188, July 2003
36
 
37
NIEUWDORP, E. 2005a. The pervasive interface. Tracing the magic circle. In Proceedings of the DiGRA 2005 Conference: Changing Views -- Worlds in Play (Vancouver, June), S. De Castell and J. Jensen (eds.).
 
38
NIEUWDORP, E. 2005b. The pervasive gaming genre. A contradiction in terms. Master's thesis, University of Utrecht (Oct.).
 
39
 
40
ROJ, M. 2005. Smart artifacts as a key component of pervasive games. Paper presented at the 2005 Workshop on Pervasive Games (PerGames 2005).
 
41
SCHAFER, S. 1999. Ten dimensions of ubiquitous computing. Presentation at the Conference on Managing Interactions in Smart Environments, Dec.
42
 
43
SCHNEIDER, J. AND KORTUEM, G. 2001. How to host a pervasive game. Supporting face-to-face interactions in live-action role-playing. Presented at the Workshop on Designing Ubiquitous Computing Games (Ubicomp, Atlanta, GA, Sept./Oct.).
44
 
45
SOTAMAA, O. 2002. All the world's a botfighter stage. Notes on location-based multi-user gaming. In Proceedings of the Computer Games and Digital Cultures Conference, F. Mayra (ed.), Tampere University Press, Tempere, Finland, 35 -- 44.
46
 
47
SODERBERG, J., WAERN, A., AKESSSON, K-P., BJORK, S., AND FALK, J. 2004. Enhanced reality live role playing. Presented at the Workshop on Gaming Applications in Pervasive Computing Environments, Second International Conference on Pervasive Computing (Pervasive 2004, Vienna, April).
48
49
 
50
WALTHER, B.K. 2005b. Notes on the methodology of pervasive gaming. In Proceedings of the ICEC 2005 Conference. F. Kishino et al. (eds.), IFIP, 488 -- 495.
51
52
 
53
WEISER, M. 1991. The computer for the 21st century. Scientific American (Sept.).
 
54