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Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games 2015 ed. [Mīkstie vāki]

  • Formāts: Paperback / softback, 66 pages, height x width: 235x155 mm, weight: 1358 g, 2 Illustrations, color; 1 Illustrations, black and white; XII, 66 p. 3 illus., 2 illus. in color., 1 Paperback / softback
  • Sērija : SpringerBriefs in Computer Science
  • Izdošanas datums: 02-Jun-2015
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3319176315
  • ISBN-13: 9783319176314
  • Mīkstie vāki
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  • Formāts: Paperback / softback, 66 pages, height x width: 235x155 mm, weight: 1358 g, 2 Illustrations, color; 1 Illustrations, black and white; XII, 66 p. 3 illus., 2 illus. in color., 1 Paperback / softback
  • Sērija : SpringerBriefs in Computer Science
  • Izdošanas datums: 02-Jun-2015
  • Izdevniecība: Springer International Publishing AG
  • ISBN-10: 3319176315
  • ISBN-13: 9783319176314

This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain.

The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game calledCodename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine.Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months.Codename: Heroes was staged twice, with no stability issues or down time.

1 Pervasive Games with Persistent Worlds
1(10)
1.1 Introduction
1(2)
1.2 Game Engine
3(1)
1.3 Worlds
3(1)
1.4 Persistence
4(1)
1.5 Pervasive Games
5(1)
1.6 Staging a Pervasive Game
6(5)
1.6.1 Monitoring the Game
7(1)
1.6.2 Support Decision Making
7(1)
1.6.3 Influencing the Game State
8(3)
2 Survey of Pervasive Games and Technologies
11(30)
2.1 A Systematic Review
11(1)
2.2 Pervasive Games/Projects and Technologies
12(7)
2.2.1 Equator IRC
12(3)
2.2.2 IPerG
15(2)
2.2.3 ARQuake
17(1)
2.2.4 Pac-Man Must Die!
18(1)
2.2.5 Team Exploration
18(1)
2.2.6 STARS
18(1)
2.2.7 FinN
19(1)
2.3 Resulting Component Feature Set
19(10)
2.3.1 Virtual Game World with World Persistence
20(1)
2.3.2 Shared Data Space(s) with Data Persistence
21(2)
2.3.3 Heterogeneous Devices and Systems
23(1)
2.3.4 Context-Awareness
24(1)
2.3.5 Roles, Groups, Hierarchies, Permissions
25(1)
2.3.6 Current and Historical Game State
26(1)
2.3.7 Game Master Intervention
27(1)
2.3.8 Reconfiguration, Authoring and Scripting in Run-Time
27(2)
2.3.9 Bidirectional Diegetic and Non-diegetic Communication
29(1)
2.4 Related Work
29(5)
2.4.1 Other Surveys and Architectures
30(1)
2.4.2 Relative to Each Component Feature
30(4)
2.5 Discussion and Verification
34(7)
2.5.1 Feature Set to Ubiquitous Computing
34(1)
2.5.2 Ubiquitous Computing to Pervasive Games
35(6)
3 Case Study: Virtual World Engine Staging a Pervasive Game
41(14)
3.1 Choosing a Candidate Engine to Repurpose
41(1)
3.2 Codename: Heroes
41(1)
3.3 The Architecture
42(2)
3.4 Pervasive MOO in Relation to the Feature Set
44(8)
3.4.1 Virtual Game World with World Persistence
44(1)
3.4.2 Shared Data Space(s) with Data Persistence
45(1)
3.4.3 Heterogeneous Devices and Systems
46(1)
3.4.4 Context-Awareness
47(1)
3.4.5 Roles, Groups, Hierarchies, Permissions
48(1)
3.4.6 Current and Historical Game State
48(1)
3.4.7 Game Master Intervention
49(1)
3.4.8 Reconfiguration, Authoring and Scripting in Run-Time
50(1)
3.4.9 Bidirectional Diegetic and Non-diegetic Communication
51(1)
3.5 Discussion
52(3)
4 Possible Extensions
55(4)
4.1 Challenges and Open Issues
55(2)
4.1.1 Distributed and Decentralized Architectures
55(1)
4.1.2 Extending Ubiquitous Computing
56(1)
4.1.3 Interoperability
56(1)
4.1.4 Game Master Interfaces and Tools
56(1)
4.2 Conclusion
57(2)
A Surveyed Games and Technologies
59(6)
A.1 Surveyed Pervasive Games
59(1)
A.2 Surveyed Technologies
60(5)
Index 65