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Gaming on the move: urban experience as a new paradigm for mobile pervasive game design

机译:移动中的游戏:城市体验作为移动普及游戏设计的新范例

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In this paper, we describe a pervasive treasure hunting game: "Team exploration" based on the Trans-humance mobile ad-hoc network platform. The testers of this game came up with innovative suggestions that combined the technical features of the platform with their urban experience. They pointed to specific aspects of urban mobility that influence pervasive game design and contribute to the user's pleasure. These tests show that the notion of space (geometrical organization) is not enough to characterize and organize pervasive games and that four main anthropological features have to be taken into consideration: the concrete city (physical organization), the imaginary city (narratives), the functional city (services) and the city events. The multilayered urban experience is also defined by our schedules (including repetitive or exceptional events) and by our assessment of other users (the distance or proximity as they are felt). These diverse aspects and qualifications of urban experience provide an interesting framework for the understanding of pervasive game experimentations, as well as point to new directions in pervasive game design. Our paper advocates that further anthropological observations are part of the pervasive game design methodology.
机译:在本文中,我们描述了一种普遍的寻宝游戏:基于跨人类移动自组织网络平台的“团队探索”。该游戏的测试人员提出了一些创新建议,将平台的技术功能与他们的城市经验相结合。他们指出了影响城市无处不在的游戏设计并影响用户乐趣的特定方面。这些测试表明,空间(几何组织)的概念不足以描述和组织普遍的游戏,并且必须考虑四个主要的人类学特征:具体的城市(物理组织),虚构的城市(叙述),功能性城市(服务)和城市事件。我们的时间表(包括重复或特殊事件)和对其他用户的评估(感觉到的距离或接近程度)也定义了多层的城市体验。城市体验的这些不同方面和资格为理解普及游戏实验提供了一个有趣的框架,并为普及游戏设计指明了新的方向。我们的论文主张进一步的人类学观察是普遍的游戏设计方法论的一部分。

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