A Survey of Characteristic Engine Features for by Kim J.L. Nevelsteen

By Kim J.L. Nevelsteen

This ebook scrutinizes pervasive video games from a technological point of view, targeting the sub-domain of video games that fulfill the standards that they utilize digital video game parts. within the computing device video game undefined, using a online game engine to construct video games is usual, yet present online game engines don't aid pervasive video games. because the machine online game is already wealthy with online game engines, this ebook investigates: (i) if a online game engine could be repurposed to degree pervasive video games; (ii) if positive factors describing a would-be pervasive online game engine might be pointed out; (iii) utilizing these positive aspects, if an structure be present in an identical ‘product line’ as an latest engine and that may be prolonged to level pervasive video games (iv) and, eventually, if there any demanding situations and open matters that stay.

The method of answering those questions is twofold. First, a survey of pervasive video games is performed, amassing technical info and distilling an element characteristic set that permits pervasive video games. moment, a kind of online game engine is selected as candidate within the comparable product line as a would-be pervasive video game engine, aiding as a lot of the function set as attainable. The structure is prolonged to aid the whole function set and used to level a pervasive online game known as Codename: Heroes, validating the structure, highlighting positive factors of specific value and picking out any open concerns. the realization of this e-book can be twofold: the ensuing characteristic set is confirmed to coincide with the definition of pervasive video games and comparable paintings. And secondly, a digital international engine is chosen as candidate within the comparable product line as a would-be pervasive online game engine. Codename: Heroes was once effectively applied, reaping the advantages of utilizing the chosen engine; improvement time used to be low, spanning quite a few months. Codename: Heroes used to be staged two times, with out balance concerns or down time.

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Extra info for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

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In Proceedings of graphics interface 2004 (pp. 73–80). GI’04. Waterloo, Ontario, Canada: Canadian Human-Computer Communications Society. Montola, M. (2012, September). On the edge of the magic circle: understanding pervasive games and role-playing. (Doctoral dissertation, School of Information Sciences). , & Waern, A. (2009). Pervasive games. theory and design. experiences on the boundary between life and play. Burlington, MA, USA: Morgan Kaufmann Publishers. Nieuwdorp, E. (2005). The pervasive interface: tracing the magic circle.

2004) technologies were built with context-awareness in mind. , 1994). Except for Pac-Man Must Die! (Sanneblad & Holmquist, 2003) and Team Exploration, some form of position localization was required in all reported games, with GPS technology being the most common. , 2004); and, the FinN architecture, which uses indoor position localization through its wireless sensor network. , 2000). , 2009). , service-oriented architectures in the form of web services. , 2004), allowing Mythical Mobile to interact with web services to obtain physical environmental data (Holopainen, 2008a).

Los Angeles, CA, USA: IEEE. , & Rollings, A. (2006). Fundamentals of game design (game design and development series). Upper Saddle River, NJ, USA: Prentice-Hall, Inc. , & Spirakis, P. (2009). Developing multiplayer pervasive games and networked interactive installations using ad hoc mobile sensor nets. In Proceedings of the international conference on advances in computer enterntainment technology (pp. 174–181). New York, NY, USA: ACM. , & Stamelos, I. (2010, May). Software engineering research for computer games: a systematic review.

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