Pervasive Gaming: Testing Future Context Aware Applications
More and more technical research projects take place that weave together elements of real and virtual life to provide a new experience defined as pervasive. They bank on the development of mobile services to drive the expansion of pervasive applications and in particular pervasive games. Using geolocalisation, local networks and short range radio frequencies technologies like RFID or other tagging technologies, pervasive games rely on a close relationship to the environment and thus explore the space between fiction and reality. This is their main quality but possibly their main weakness as the development relies on the production of specific contents in relation to the context of use. In this article, we propose to explore what this entirely new paradigm for game design implies in terms of production and how to overcome the limitations due to this dependency of contents and context. Based on our experience of three pervasive games developed within research projects on adhoc wifi (ANR-Safari and ANRTranshumance) and RFID networks (ANR-PLUG), this paper presents different options to reducing the cost of content production relying on either traditional editors or grass root contributions.
Volume (Year): 1 (2009)
Issue (Month): 73 (1st quarter)
|Contact details of provider:|| Postal: |
Phone: 33 (0)467 144 444
Fax: 33 (0)467 144 400
Web page: http://www.idate.org/en/Home/
More information through EDIRC
When requesting a correction, please mention this item's handle: RePEc:idt:journl:cs7304. See general information about how to correct material in RePEc.
For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: (BLAVIER Thomas)
If references are entirely missing, you can add them using this form.