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ABSTRACT
Pervasive games are games that are played in the real world---they are not played as a computerized simulation or on a limited physical game arena. The central attraction for pervasive games is that they offer the pleasure of doing things for real. The world is a vast and infinitely changing resource of content for pervasive games. Interference is a pervasive game playable by groups of 6--8 players lasting for a total of 3--4 hours and using both technology (such as GPS positioning and augmented reality) and human actors to create the full experience. In this paper, we describe the design goals for Interference and how these permeate through all aspects of the design of the game to create a coherent experience. Interference shows how an emotionally complex game experience can be achieved without resorting to ambiguity or deep role playing. The game has so far been staged on seven occasions and we briefly report on the experiences from those stagings.
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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[doi> 10.1145/1054972.1055074]
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CITED BY 3
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Richard Wetzel , Rod McCall , Anne-Kathrin Braun , Wolfgang Broll, Guidelines for designing augmented reality games, Proceedings of the 2008 Conference on Future Play: Research, Play, Share, November 03-05, 2008, Toronto, Ontario, Canada
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INDEX TERMS
Primary Classification:
J.
Computer Applications
J.5
ARTS AND HUMANITIES
Subjects:
Performing arts (e.g., dance, music)
General Terms:
Design,
Experimentation,
Performance
Keywords:
GPS,
augmented reality,
game aesthetics,
game design,
game mastering,
pervasive game,
pervasive storytelling,
role play,
ubiquitous technology
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