|
1 Pervasive Games with Persistent Worlds |
|
|
1 | (10) |
|
|
1 | (2) |
|
|
3 | (1) |
|
|
3 | (1) |
|
|
4 | (1) |
|
|
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) |
|
|
11 | (1) |
|
2.2 Pervasive Games/Projects and Technologies |
|
|
12 | (7) |
|
|
12 | (3) |
|
|
15 | (2) |
|
|
17 | (1) |
|
|
18 | (1) |
|
|
18 | (1) |
|
|
18 | (1) |
|
|
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) |
|
|
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) |
|
|
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) |
|
|
41 | (1) |
|
|
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) |
|
|
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) |
|
|
52 | (3) |
|
|
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) |
|
|
56 | (1) |
|
4.1.4 Game Master Interfaces and Tools |
|
|
56 | (1) |
|
|
57 | (2) |
|
A Surveyed Games and Technologies |
|
|
59 | (6) |
|
A.1 Surveyed Pervasive Games |
|
|
59 | (1) |
|
A.2 Surveyed Technologies |
|
|
60 | (5) |
Index |
|
65 | |