Pervasive Play

A CHI 2016 Workshop

Category

Reference

Mixed Reality Game Cards.

[22.] Richard Wetzel. 2015. Mixed Reality Game Cards. Retrieved from http://www.pervasiveplayground.com/mixed-reality-game-cards/ From Wetzel’s PervasivePlayground.com website: “These cards are made for ideation sessions to support the design of mixed reality games. The cards talk about different design opportunities and challenges that… Continue Reading →

The three-sixty illusion: designing for immersion in pervasive games.

[21.] Annika Waern, Markus Montola, and Jaakko Stenros. 2009. The three-sixty illusion: designing for immersion in pervasive games. Proceedings of the 27th international conference on Human factors in computing systems, ACM, 1549–1558. (doi: 10.1145/1518701.1518939) Abstract. Pervasive games are staged in… Continue Reading →

The Art of Game Design: A book of lenses.

[20.] Jesse Schell. 2014. The Art of Game Design: A book of lenses. CRC Press. Available for purchase at: https://www.crcpress.com/The-Art-of-Game-Design-A-Book-of-Lenses-Second-Edition/Schell/9781466598645 From the Publisher’s site: “Good game design happens when you view your game from as many perspectives as possible. Written… Continue Reading →

Design and evaluation challenges of serious games. (SIG at CHI 2005)

[19.] Elaine M. Raybourn and Nathan Bos. 2005. Design and evaluation challenges of serious games. CHI ’05 Extended Abstracts on Human Factors in Computing Systems, ACM, 2049–2050. Abstract for this SIG panel at CHI 2005: As the computer game industry… Continue Reading →

Reality is broken: why games make us better and how they can change the world.

[17.] Jane McGonigal. 2011. Reality is broken: why games make us better and how they can change the world. Penguin Press, New York. From Ian Bogost’s review of McGonigal’s book (2011): Jane McGonigal …”argues that playing and making games like… Continue Reading →

A Real Little Game: The Pinocchio Effect in Pervasive Play.

[16.]Jane McGonigal. 2003. A Real Little Game: The Pinocchio Effect in Pervasive Play. Available from http://www.digra.org/digital-library/publications/a-real-little-game-the-pinocchio-effect-in-pervasive-play/ Abstract. Mobile digital technologies and networks have fueled a recent proliferation of opportunities for pervasive play in everyday spaces. In this paper, I examine… Continue Reading →

Supporting Children to Engage in Play for Wellbeing.

[15.] Kevin Marshall, Gavin Wood, Janet C. Read, Svetlana (Lana) Yarosh, Madeline Balaam, and Jung-Joo Lee. 2015. Supporting Children to Engage in Play for Wellbeing. Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems,… Continue Reading →

The Case For Game Design Patterns.

[13.] Bernd Kreimeier. 2002. The Case For Game Design Patterns. Gamasutra. Retrieved from http://www.gamasutra.com/view/feature/132649/the_case_for_game_design_patterns.php?print=1 Excerpt from article: This article proposes to adopt a pattern formalism for game design, based on the work of Christopher Alexander. Alexandrian patterns are simple collections… Continue Reading →

Designing reusable alternate reality games.

[12.] Derek Hansen, Elizabeth Bonsignore, Marc Ruppel, Amanda Visconti, and Kari Kraus. 2013. Designing reusable alternate reality games. Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, ACM, 1529–1538. Abstract. Successful Alternate Reality Games (ARGs), such as The… Continue Reading →

Playful Design.

[11.] John Ferrara. 2012. Playful Design. Rosenfeld Media. Available from: http://rosenfeldmedia.com/books/playful-design/ From publisher: Game design is a sibling discipline to software and Web design, but they’re siblings that grew up in different houses.  They have much more in common than… Continue Reading →

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