Pervasive game: Difference between revisions
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(depending on how much people want to add the page or discuss definitions, potentially worth two separate sections for the stricter 'ubiquitous computing' related examples and the broader socially pervasive games...) |
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==External links== | ==External links== | ||
* [https://en.wikipedia.org/wiki/Pervasive_game Pervasive Games on Wikipedia] | * [https://en.wikipedia.org/wiki/Pervasive_game Pervasive Games on Wikipedia] | ||
* | * [https://www.nordiclarp.org/wiki/Pervasive Pervasive on Nordic Larp Wiki] | ||
[[Category:Glossary]] | [[Category:Glossary]] | ||
Latest revision as of 00:30, 13 June 2026
"Pervasive games" are games which are spread across a space or time which exposes the game and its participants to the "real world", expanding or blurring boundaries of play. This may be used to increase a player's feeling of immersion in a game. The very first definition and development of the term came from the mixture of LARP with pervasive computing;
- "a LARP (Live action role-playing game) game that is augmented with computing and communication technology in a way that combines the physical and digital space together."[1]
Over time, a spectrum of definitions continue to be used, ranging between those who would define it only as games which are based on ubiquitous computing[2] and those who would expand the definition to include those games which also use social contexts to blur the boundaries of the game world.
Example games
- Pervasive Clue - the very first game devised to be a pervasive game, a Murder Mystery which used short-range radio frequency (RF) PDA devices to enhance the experience.[1]
- Prosopopeia[3]
- The Camarilla - many Camarilla games across the world used the urban landscape or real goth clubs as game environments, allowing participants and non-participants to mingle in the same space and blur the boundaries of play.
- Neonhämärä ("Neon Twilight")[4][5] - an urban fantasy game that played in public space, like the Camarilla and other games before it.
- Gen X - campaign larp which allowed text roleplay via facebook group comments. This enabled players to experience the social world of the game outside of the usual allotted time and space of the larp, using social media to create a sense of social connection and immersion into the game and its characters. Although intended as a multiform rather than a pervasive game, the near-ubiquitous nature of the roleplaying that took place does fit definitions of pervasive as well.
See also
References
- ↑ 1.0 1.1 Schneider, Jay; Kortuem, Gerd (2001). "How to Host a Pervasive Game: Supporting Face-to-Face Interactions in Live-Action Roleplaying". Designing Ubiquitous Computing Games Workshop at UbiComp (position paper). Atlanta, Georgia, USA. pp. 1–6.
- ↑ Hinske, Steven; Lampe, Matthias; Magerkurth, Carsten; Röcker, Carsten (2007) "Classifying Pervasive Games: On Pervasive Computing and Mixed Reality" Institute for Pervasive Computing, ETH Zurich, Switzerland. Retrieved 12 June 2026.
- ↑ Jonsson, Staffan; Montola, Markus; Waern, Annika; Ericsson, Martin (2006) "Prosopopeia: Experiences from a Pervasive Larp" conference proceedings, Association for Computing Machinery. DOI: 10.1145/1178823.1178850 . Retrieved 12 June 2026.
- ↑ Stenros (2009)"Rock 'n' Troll", blog post, Pervasive Games website. Retrieved 12 June 2026.
- ↑ Montola (2009) "Rock 'n' Troll: Neonhämärä debrief", blog post, Pervasive Games. Retrieved 12 June 2026.