By Kim J.L. Nevelsteen
This e-book scrutinizes pervasive video games from a technological point of view, targeting the sub-domain of video games that fulfill the factors that they utilize digital online game components. within the machine video game undefined, using a online game engine to construct video games is usual, yet present video game engines don't aid pervasive video games. because the laptop video game is already wealthy with online game engines, this e-book investigates: (i) if a video game engine could be repurposed to degree pervasive video games; (ii) if beneficial properties describing a would-be pervasive online game engine will be pointed out; (iii) utilizing these positive factors, if an structure be present in an analogous ‘product line’ as an present engine and that may be prolonged to degree pervasive video games (iv) and, ultimately, if there any demanding situations and open matters that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is carried out, amassing 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 complete function set and used to degree a pervasive video game known as Codename: Heroes, validating the structure, highlighting good points of specific significance and deciding on any open matters. the realization of this ebook can also be twofold: the ensuing function set is validated to coincide with the definition of pervasive video games and comparable paintings. And secondly, a digital international engine is chosen as candidate within the comparable product line as a would-be pervasive video game engine. Codename: Heroes was once effectively carried out, reaping the advantages of utilizing the chosen engine; improvement time was once low, spanning quite a few months. Codename: Heroes was once staged two times, without balance concerns or down time.
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Additional resources for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
The pervasive discourse: an analysis. Computers in Entertainment (CIE), 5. Nokia. (2009, April). Multi-user publishing environment (MUPE). Retrieved from http : //www. net Oppermann, L. (2009, April). Facilitating the development of location-based experiences. (Doctoral dissertation, The University of Nottingham). , & Reimann, C. (2008). Mobile location-based gaming. In Map-based mobile services- design, interaction and usability (Chap. 15, pp. 310–334). Springer Berlin Heidelberg. , & Brujic-Okretic, V.
To provide geographical context information in location-based games, Paelke et al. (2008) show the relevance of map data (provided by GIS) on different levels of a game architecture. And, Rashid, Mullins, Coulton, and Edwards (2006) mention a number of different map data implementations that can be used. 5 Roles, Groups, Hierarchies, Permissions The game master role of puppet master has been mentioned in the background on staging in Sect. 6. Oppermann (2009) and Koleva et al. (2001) corroborate the use of actors as a role in pervasive games.
Uncertainty in position localization and networking was reported as an issue in many of the reported games. Obstacles in the physical world disrupt positioning signals, leading to ‘shadow’ areas, multiple detection or delays (Oppermann, 2009). Extreme uncertainty in positioning leads to erratic readings or loss of tracking. In CYSMN, tracking proved so problematic that the street runners themselves needed to compensate for the margins of error. , 2003). , 2004). , 2006). , 2003). Transhumance supports a chat service that is tolerant to disconnections; if a player is out of reach messages are exchanged the next time the two devices reconnect.
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen