Pervasive Games: Theory and Design
By M. Montola, Jaakko Stenros, Annika Waern. 2009
521 citations recorded by the source corpus.
Subfields: Computer Vision and Pattern Recognition
View Paper: https://www.semanticscholar.org/paper/25fd08062df788e509fdcb8f5a3caa23a8d7d553
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In Computer Vision and Pattern Recognition
Citations in the corpus
- Designing sports: a framework for exertion games (2011, background): “games, such as mobile phone games where players have to run across a city [33].”
- Touch-less interactive augmented reality game on vision-based wearable device (2015, background): “Pervasive games can bring the pleasure of the games to ordinary life [53], which means the players can play the pervasive games with their usual postures in the life, such as standing, sitting or lying [43].”
- Game design as marketing: How game mechanics create demand for virtual goods (2010, unknown): “…of possible interactions could perhaps apply game design on a suitably abstract layer, and also make use of techniques and patterns in so-called pervasive gaming: games that are layered into everyday life as opposed to being played on a distinct device at a distinct time (Montola & Stenros 2009).”
- From game design elements to gamefulness: defining "gamification" (2011, background): “These are commonly called pervasive games , games that have “one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially” ([50], p. 12).”