By Kim J.L. Nevelsteen
This publication scrutinizes pervasive video games from a technological point of view, concentrating on the sub-domain of video games that fulfill the factors that they utilize digital video game parts. within the desktop video game undefined, using a video game engine to construct video games is usual, yet present video game engines don't help pervasive video games. because the machine online game is already wealthy with video game engines, this publication investigates: (i) if a online game engine could be repurposed to level pervasive video games; (ii) if gains describing a would-be pervasive online game engine will be pointed out; (iii) utilizing these beneficial properties, if an structure be present in an identical ‘product line’ as an current engine and that may be prolonged to level pervasive video games (iv) and, ultimately, if there any demanding situations and open concerns that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is carried out, accumulating technical information and distilling an element function set that allows pervasive video games. moment, a kind of video game engine is selected as candidate within the comparable product line as a would-be pervasive video game engine, helping as a lot of the function set as attainable. The structure is prolonged to aid the whole characteristic set and used to level a pervasive online game known as Codename: Heroes, validating the structure, highlighting positive factors of specific significance and picking out any open matters. the belief of this booklet is usually twofold: the ensuing function set is established to coincide with the definition of pervasive video games and comparable paintings. And secondly, a digital international engine is chosen as candidate within the related product line as a would-be pervasive video game engine. Codename: Heroes used to be effectively carried out, reaping the advantages of utilizing the chosen engine; improvement time used to be low, spanning quite a few months. Codename: Heroes was once staged two times, with out balance concerns or down time.
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Extra info for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Oppermann (2009) and Koleva et al. (2001) corroborate the use of actors as a role in pervasive games. Jonsson et al. (2007) describe the existence of an “intermediary role between the fully immersed participants and the game masters”. Bell (2007) connects the use of roles in pervasive games to research on systems for cooperative work, citing that “a lack of support for flexible roles can be detrimental in CSCW [computer-supported cooperative work]” and that by “maintaining a consistent interface for different roles it is easier for users to assume new roles”.
Transhumance implements different chat channels for either non- or diegetic communication, but only with players in proximity. 4 Related Work While searching for pervasive games/projects and technologies, various related work was uncovered. A general overview of related work is provided in the following section (Sect. 1), followed by a discussion of related work per component, in Sect. 2. 1 Other Surveys and Architectures In a similar survey by Broll et al. (2006) important technologies for augmentedreality pervasive games have been summarized.
2006) implemented a logging tool to support “an in-depth evaluation of the game play, allowing for playback [of] a gaming session in combination with the orchestration tool”. 7 Game Master Intervention In their mixed reality production called Desert Rain, Koleva et al. (2001) state that game master intervention should be possible, if necessary, but “with minimal disruption to their [player] engagement”. 8 Reconfiguration, Authoring and Scripting in Run-Time Broll et al. (2006) recognize the need for pre-game preparation, including reconfiguration of the game to the location of the staging and initialization of the game state.