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Using prototypes in early pervasive game development
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Source Computers in Entertainment (CIE) archive
Volume 6 ,  Issue 2  (April/June 2008) table of contents
SECTION: Games table of contents
Article No. 17  
Year of Publication: 2008
ISSN:1544-3574
Authors
Elina M. I. Ollila  Nokia, Tampere, Finland
Riku Suomela  Nokia, Tampere, Finland
Jussi Holopainen  Nokia, Tampere, Finland
Publisher
ACM  New York, NY, USA
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ABSTRACT

In this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method is crucial in achieving results that can be used for validating or developing further design ideas. In this article we give guidelines that help the selection process and give ideas on methods that can be used in different situations.

We have play-tested pervasive game prototypes using agile software prototype development methods, forum prototypes, and guided paper prototyping methods. We give examples of five pervasive games where these kinds of prototyping methods are used. In concluding, we compare the results and discuss their benefits and disadvantages in the game development process, that is, when the methods should be used and what should be considered when using them.


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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Collaborative Colleagues:
Elina M. I. Ollila: colleagues
Riku Suomela: colleagues
Jussi Holopainen: colleagues