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Modeling and Defining the Pervasive Games and Its Components from a Perspective of the Player Experience

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Trends and Advances in Information Systems and Technologies (WorldCIST'18 2018)

Abstract

The rapidly growth of the Pervasive Games (PG) field has allowed people to enjoy these games daily in different ways. However, developers and researchers still do not have a complete understanding of its components and features. These games have evolved in many ways depending on their field of application. That is why, for each application field the term PG has a different definition depending on its targets, devices used and research context. That is comprehensible from a technical point of view due to every research field needs to implement their own characteristics. A previous literature review was carried out [1] aiming to find definitions, methodologies to build PG, and software metrics for them. But considering that a definition was not found based on the player experience, we decided to delve into this topic. In this paper, we present a summary of definitions of PG presented by several researchers in order to check and collect their particularities. In addition, we presented a conceptual diagram of the components of PG as well, which has been the starting point to build an ontology to represent the PG meaning and its components.

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Notes

  1. 1.

    Pervasive narrative is related to game stories, it presents a story where virtual and real elements are mixed and how they interact between themselves.

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Acknowledgments

This work has been funded by the Ministry of Economy and Competitiveness of Spain as part of the DISPERSA project (TIN2015-67149-C3-3-R) and the Excellence Project of the Regional Government of Andalucia (P11-TIC-7486). In addition, we are thankful with the research group GITIR of the University of Caldas in Colombia for it contribution and support to build the ontology.

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Correspondence to Jeferson Arango-López .

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Arango-López, J., Vela, F.L.G., Collazos, C.A., Moreira, F. (2018). Modeling and Defining the Pervasive Games and Its Components from a Perspective of the Player Experience. In: Rocha, Á., Adeli, H., Reis, L., Costanzo, S. (eds) Trends and Advances in Information Systems and Technologies. WorldCIST'18 2018. Advances in Intelligent Systems and Computing, vol 746. Springer, Cham. https://doi.org/10.1007/978-3-319-77712-2_58

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  • DOI: https://doi.org/10.1007/978-3-319-77712-2_58

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