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Pervasive Games Takes Gaming into Three Dimensions

Game designers explore the unfolding possibilities of using the world as the gamespace.

This book is the definitive guide to the past, present, and future of stories and games that jump out of their cages and into your real life. Whether it's characters that call you on the phone or game play that happens on the bus on your way to work, this kind of immersive entertainment will define the culture of the next century as surely as the movies dominated the last one.

Tracy Fullerton, Author of Game Design Workshop

The authors of Pervasive Games bring fresh air into game studies with this look at the field of ubiquitous play. Deeply connected to critical game studies, and filled with design case studies, this book is an excellent source for those involved in the design, study or play of pervasive games.


Sean Stewart, Fourth Wall Studios, Author of Cathy's Book

Pervasive Games outlines the challenges and advantages of this exciting new field. Combining physical and cyberspace, these games blur the edges of reality and fiction and the boundary between play and ordinary life. For game designers and researchers, the book provides a solid theoretical, philosophical and aesthetic understanding of the genre. It covers theory, design, history and marketing and includes:

•Thirteen case studies that make game design tangible.

•Practical design tips and problems, and inspiration from notable pervasive game
designers.

•A clear, illustrated set of descriptions that engage players' real-time experiences.

About the Authors

Markus Montola (M.Soc.Sc.) is currently a researcher at Nokia Research Center and a doctoral candidate at University of Tampere, Finland. Jaakko Stenros (M.Soc.Sc.) is currently a researcher at the Game Research Lab at the University of Tampere, Finland. Annika Waern (PhD) is senior researcher for Mobile Life at Stockholm University and studio director for the Interactive Institute's game studio.

About the Publisher

Since 1984, Morgan Kaufmann has published the finest technical information resources for computer and engineering professionals. Our audience includes the research and development communities, information technology (IS/IT) managers, and students in professional degree programs. We publish in book and digital form in such areas as databases, computer networking, computer systems, human computer interaction, computer graphics, multimedia information and systems, artificial intelligence, and software engineering.

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