![]() ![]() Harston, W.: Man mastered by machine as deep blue triumphs. Hanke, J.: Reality as virtual playground. Gryniewicz, J.: Neither here nor there: the institute, the game and the thread to elsewhere. Greenberg, A.: Mystery, commerce, local pride in that one familiar tree. Gibbs, P.: What do you call the rate of change of acceleration? The Original Usenet Physics FAQ. (ed) Playable Cities: The City as a Digital Playground, pp. MIT Press, London (2012)įerreira, V., Anacleto, J., Bueno, A.: Designing ICT for Thirdplaceness. In: Paper Presented at the 18th Annual Board Game Studies Colloquium, Swiss Museum of Games, La Tour-des-Peilz, 15–Įlias, G.S., Garfield, R., Gutschera, K.R.: Characteristics of Games. Accessed ĭuggan, E.: Off the board: a brief definition and history of pervasive games. Western Morning News Company Ltd, Plymouth (1909)ĭoctorrow, C.: Bomb squad called out to “defuse” life-size Super Mario power-ups. Accessed Ĭrossing, W.: Guide to Dartmoor: a topographical description of the forest and commons by William Crossing. doi: 10.1007/s0077-xĬome Out and Play: Festival Fact Sheet. ![]() University of Illinois Press, Chicago (2001)Ĭheok, A.D., et al.: Human Pacman: a mobile, wide-area entertainment system based on physical, social and ubiquitous computing. Routledge, London (2002)Ĭaillois, R.: Man, Play and Games. (eds.) Re-direction: A Theoretical and Practical Guide, pp. Accessed īlock, R.: Mario question cube girls let off. Accessed īitka, J.: Hell local: Oaklandish spreads the love here and elsewhere. Dover Publications, New York (1979)īig Urban Game: University of Minnesota. ![]() ![]() Hill & Wang, New York (1964)īell, R.C.: Board and Tables Games from Many Civilizations. Accessed īarthes, R.: Elements of Semiology. CHI 2006 Workshop on Mobile Social Software (MoSoSo), April 2006. Accessed īallagas, R., Walz, S.P., Borchers, J.: REXplorer: A pervasive spell-casting game for tourists as social software. Monthly Review Press, New York (1971)Īnon: Girls attempt real-life version of video game. In: “Lenin and Philosophy” and Other Essays, pp. Accessed Īlthusser, L.: Ideology and ideological state apparatuses (notes toward an investigation). Accessed Īdams, E., Barry, I.: From casual to core: a statistical mechanism for studying gamer dedication. This chapter offers some definitions and examples of some popular pervasive games, briefly tracing the evolution of treasure hunts, assassination games, live action role-play and alternate reality games, all of which more-or-less confound the notion of the magic circle. Pervasive games are of particular interest for the way in which they make use of the natural or the built environment as a playspace in a distinct and sometimes alarming overlap with the real world. However, pervasive games seem to form a distinct category of games or types of play that breach both the spatial and the temporal confines of the magic circle. Katie Salen and Eric Zimmerman develop Huizinga’s concept of the magic circle and discuss its function as a boundary between the real world and the game world. Pervasive games defy Johan Huizinga’s classic definition of play as being something “outside ‘ordinary life’” with their “own proper boundaries of time and space according to fixed rules and an orderly manner”. ![]()
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