Abstract
The problems, caveats and disadvantages mentioned (Sect. 3.4) in the case study serve to highlight challenges and open issues for the creation of a would-be pervasive game engine. This chapter summaries those challenges and open issues, with respect to: (1) using distributed and decentralized architectures; (2) extending ubiquitous computing; (3) interoperability; and, (4) creating game master interfaces and tools. The last section of this chapter concludes and summaries succinctly the entire book. Possibly the most direct extension of the work contained in this book, would be to implement the feature set from the survey in a modern virtual distributed world engine (e.g., Big World Technology), and analyze its ability as a pervasive game engine. Another approach being to analyze architectures of large scale pervasive games, based on distributed computing e.g., Ingress.
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Nevelsteen, K.J.L. (2015). Possible Extensions. In: A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games. SpringerBriefs in Computer Science. Springer, Cham. https://doi.org/10.1007/978-3-319-17632-1_4
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