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Pervasive games = theory and design /
~
Stenros, Jaakko.
Pervasive games = theory and design /
Record Type:
Electronic resources : Monograph/item
Title/Author:
Pervasive games/ Markus Montola, Jaakko Stenros, and Annika Waern.
Reminder of title:
theory and design /
Author:
Montola, Markus.
other author:
Stenros, Jaakko.
Published:
Burlington, MA :Morgan Kaufmann Publishers, : c2009.,
Description:
xxiii, 312 p. :ill. ; : 24 cm.;
Notes:
"International Game Developers Association."--Cover.
Subject:
Alternate reality games - Design. -
Online resource:
An electronic book accessible through the World Wide Web; click for information
ISBN:
9780123748539
Pervasive games = theory and design /
Montola, Markus.
Pervasive games
theory and design /[electronic resource] :Markus Montola, Jaakko Stenros, and Annika Waern. - Burlington, MA :Morgan Kaufmann Publishers,c2009. - xxiii, 312 p. :ill. ;24 cm.
"International Game Developers Association."--Cover.
Includes bibliographical references (p. 286-298) and index.
Introduction -- Case A: Killer: The Game of Assassination -- Chapter 1: Games and Pervasive Games -- Case B: The Beast; Chapter 2: Pervasive Game Genres -- Case C: Shelby Logan's Run -- Chapter 3: Historical Influences on Pervasive Games -- Case D: Botfighters -- Chapter 4: Designing Spatial Expansion -- Case E: TBD -- Chapter 5: Designing Temporal Expansion -- Case F: Momentum -- Chapter 6: Designing Social Expansion -- Case G: Pac-Manhattan -- Chapter 7: Pervasive Game Design Strategies -- Case H: Epidemic Menace -- Chapter 8: Information Technology in Pervasive Games -- Case I: Insectopia -- Chapter 9: Pervasive Games on Mobile Phones -- Case J: Vem G�rter -- Chapter 10: The Ethics of Pervasive Games -- Case K: REXplorer -- Chapter 11: Marketing the Category of Pervasive Games -- Case L: Uncle Roy All Around You -- Chapter 12: Art and Politics of Pervasive Games -- Case M: The Amazing Race -- Chapter 13: Pervasive Games in Media Culture -- Appendix A: Information Technologies for Appendix B: References.
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen. -Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible. -Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.
Electronic reproduction.
Amsterdam :
Elsevier Science & Technology,
2010.
Mode of access: World Wide Web.
ISBN: 9780123748539
Source: 166905:167140Elsevier Science & Technologyhttp://www.sciencedirect.comSubjects--Topical Terms:
292030
Alternate reality games
--Design.Index Terms--Genre/Form:
96803
Electronic books.
LC Class. No.: GV1469.7 / .M66 2009
Dewey Class. No.: 004
Pervasive games = theory and design /
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[electronic resource] :
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theory and design /
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Markus Montola, Jaakko Stenros, and Annika Waern.
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Burlington, MA :
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c2009.
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Morgan Kaufmann Publishers,
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xxiii, 312 p. :
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ill. ;
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24 cm.
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"International Game Developers Association."--Cover.
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Includes bibliographical references (p. 286-298) and index.
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Introduction -- Case A: Killer: The Game of Assassination -- Chapter 1: Games and Pervasive Games -- Case B: The Beast; Chapter 2: Pervasive Game Genres -- Case C: Shelby Logan's Run -- Chapter 3: Historical Influences on Pervasive Games -- Case D: Botfighters -- Chapter 4: Designing Spatial Expansion -- Case E: TBD -- Chapter 5: Designing Temporal Expansion -- Case F: Momentum -- Chapter 6: Designing Social Expansion -- Case G: Pac-Manhattan -- Chapter 7: Pervasive Game Design Strategies -- Case H: Epidemic Menace -- Chapter 8: Information Technology in Pervasive Games -- Case I: Insectopia -- Chapter 9: Pervasive Games on Mobile Phones -- Case J: Vem G�rter -- Chapter 10: The Ethics of Pervasive Games -- Case K: REXplorer -- Chapter 11: Marketing the Category of Pervasive Games -- Case L: Uncle Roy All Around You -- Chapter 12: Art and Politics of Pervasive Games -- Case M: The Amazing Race -- Chapter 13: Pervasive Games in Media Culture -- Appendix A: Information Technologies for Appendix B: References.
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Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace-and both the challenges and advantages of doing so. This book shows how to change the face of play-who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. Pervasive Games covers everything from theory and design to history and marketing. designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen. -Thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible. -Provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.
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Amsterdam :
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2010.
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Mode of access: World Wide Web.
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System requirements: Web browser.
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Title from title screen (viewed on Jan. 14, 2010).
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Access may be restricted to users at subscribing institutions.
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TEF
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