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The Resource A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

Label
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Title
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Creator
Subject
Language
eng
Summary
  • This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same 'product line' as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain. The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down
  • time
Member of
Cataloging source
MiAaPQ
Literary form
non fiction
Nature of contents
dictionaries
Series statement
SpringerBriefs in Computer Science Ser
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Label
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Link
http://libproxy.rpi.edu/login?url=https://ebookcentral.proquest.com/lib/rpi/detail.action?docID=2095394
Publication
Copyright
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Carrier category
online resource
Carrier category code
cr
Carrier MARC source
rdacarrier
Color
multicolored
Content category
text
Content type code
txt
Content type MARC source
rdacontent
Contents
  • Acknowledgments -- Contents -- Acronyms -- 1 Pervasive Games with Persistent Worlds -- 1.1 Introduction -- 1.2 Game Engine -- 1.3 Worlds -- 1.4 Persistence -- 1.5 Pervasive Games -- 1.6 Staging a Pervasive Game -- 1.6.1 Monitoring the Game -- 1.6.2 Support Decision Making -- 1.6.3 Influencing the Game State -- References -- 2 Survey of Pervasive Games and Technologies -- 2.1 A Systematic Review -- 2.2 Pervasive Games/Projects and Technologies -- 2.2.1 Equator IRC -- 2.2.1.1 CYSMN and URAY -- 2.2.1.2 Ambient Wood -- 2.2.2 IPerG -- 2.2.2.1 Mythical Mobile -- 2.2.2.2 Interference -- 2.2.3 ARQuake -- 2.2.4 Pac-Man Must Die! -- 2.2.5 Team Exploration -- 2.2.6 STARS -- 2.2.7 FinN -- 2.3 Resulting Component Feature Set -- 2.3.1 Virtual Game World with World Persistence -- 2.3.2 Shared Data Space(s) with Data Persistence -- 2.3.3 Heterogeneous Devices and Systems -- 2.3.4 Context-Awareness -- 2.3.5 Roles, Groups, Hierarchies, Permissions -- 2.3.6 Current and Historical Game State -- 2.3.7 Game Master Intervention -- 2.3.8 Reconfiguration, Authoring and Scripting in Run-Time -- 2.3.9 Bidirectional Diegetic and Non-diegetic Communication -- 2.4 Related Work -- 2.4.1 Other Surveys and Architectures -- 2.4.2 Relative to Each Component Feature -- 2.4.2.1 Virtual Game World with World Persistence -- 2.4.2.2 Shared Data Space(s) with Data Persistence -- 2.4.2.3 Heterogeneous Devices and Systems -- 2.4.2.4 Context-Awareness -- 2.4.2.5 Roles, Groups, Hierarchies, Permissions -- 2.4.2.6 Current and Historical Game State -- 2.4.2.7 Game Master Intervention -- 2.4.2.8 Reconfiguration, Authoring and Scripting in Run-Time -- 2.4.2.9 Bidirectional Diegetic and Non-diegetic Communication -- 2.5 Discussion and Verification -- 2.5.1 Feature Set to Ubiquitous Computing -- 2.5.2 Ubiquitous Computing to Pervasive Games -- References
  • 3 Case Study: Virtual World Engine Staging a Pervasive Game -- 3.1 Choosing a Candidate Engine to Repurpose -- 3.2 Codename: Heroes -- 3.3 The Architecture -- 3.4 Pervasive MOO in Relation to the Feature Set -- 3.4.1 Virtual Game World with World Persistence -- 3.4.2 Shared Data Space(s) with Data Persistence -- 3.4.3 Heterogeneous Devices and Systems -- 3.4.4 Context-Awareness -- 3.4.5 Roles, Groups, Hierarchies, Permissions -- 3.4.6 Current and Historical Game State -- 3.4.7 Game Master Intervention -- 3.4.8 Reconfiguration, Authoring and Scripting in Run-Time -- 3.4.9 Bidirectional Diegetic and Non-diegetic Communication -- 3.5 Discussion -- References -- 4 Possible Extensions -- 4.1 Challenges and Open Issues -- 4.1.1 Distributed and Decentralized Architectures -- 4.1.2 Extending Ubiquitous Computing -- 4.1.3 Interoperability -- 4.1.4 Game Master Interfaces and Tools -- 4.2 Conclusion -- References -- A Surveyed Games and Technologies -- A.1 Surveyed Pervasive Games -- A.2 Surveyed Technologies -- References -- Index
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Dimensions
unknown
http://library.link/vocab/discovery_link
{'f': 'http://opac.lib.rpi.edu/record=b4383125'}
Extent
1 online resource (76 pages)
Form of item
online
Isbn
9783319176321
Media category
computer
Media MARC source
rdamedia
Media type code
c
Sound
unknown sound
Specific material designation
remote

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