@inbook{4765,
  abstract     = {{This book gives an introduction and overview of the field of Pervasive Gaming, an emerging genre in which traditional, real-world games are augmented with computing functionality, or, depending on the perspective, purely virtual computer entertainment is brought back to the real world. We try to both inform about the developments and influential works in the fi eld of Pervasive Games, and also help laying the foundation for shaping the future of this application domain. Consequently, we focus on concepts and theoretical works that help understanding and sharpening the rationale behind the field (the "what") as well as on technological means of actually realizing working prototypes of Pervasive Games (the "how"). Both perspectives have their right and need to go hand in hand. The first four of the twelve chapters contributed by leading experts in the fi eld address the theoretical foundations. The individual authors' views sometimes complement each other, sometimes they express similar ideas and concepts, and sometimes they even contradict each other severely. Since we are currently far from having established a common ground about what this emerging genre clearly defi nes and separates from related fields, we suggest treating the individual chapters with equal respect and being prepared to contribute to the fi eld with one's own thoughts and ideas that might help further shape and clarify the important issues of Pervasive Games.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research ; Vol. 1., Concepts and technologies for pervasive games }},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  publisher    = {{Shaker}},
  title        = {{{Towards the Emergence of a New Application Domain}}},
  volume       = {{5-9}},
  year         = {{2007}},
}

@inbook{4771,
  abstract     = {{Pervasive Games have become popular in recent years. Their ambitious goal is to bring the computer into the world in order to augment existing games or to even come up with hitherto impossible or unthought-of forms of entertainment. This paper reflects on the various approaches to define what Pervasive Games consist of, how they relate to playing and games, and how different terms and views can be integrated. The paper contributes a unifying and integrating classification of the respective terms that relates different states of reality to the relevant dimensions and game elements.}},
  author       = {{Hinske, Steve and Lampe, Matthias and Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 1. Concepts and technologies for pervasive games}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{11--38}},
  title        = {{{Classifying Pervasive Games: On Pervasive Computing and Mixed Reality}}},
  year         = {{2007}},
}

@inbook{4772,
  abstract     = {{Pervasive Gaming Applications; User Interfaces; Smart Home Environments; Novel Gaming Applications; Mixed Reality; Social and Physical Entertainment Systems; Augmented Reality Games; Design Aspects; Pervasive Multiplayer Game; Mapping; Exertion Interfaces; REXplorer; Pervasive Games; Socially Adaptable Games}},
  author       = {{Magerkurth, Carsten and Engelke, Timo and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{85--106}},
  publisher    = {{Shaker}},
  title        = {{{Novel Gaming Applications for Smart Home Environments}}},
  year         = {{2007}},
}

@inbook{4773,
  abstract     = {{Welcome to the second volume of the reader on Pervasive Gaming Research! With this volume we focus mainly on actual implementations and prototypes of Pervasive Games. The foundations, both in technical and conceptual terms, were laid in the fi rst volume. Now, we apply these foundations to real Pervasive Games and explore the issues related to actually realizing such Pervasive Games. Clearly, the combination of virtual, physical, and social aspects in Pervasive Gaming contributes to a new complexity in game design, since games are no longer confi ned to the narrowness of a computer screen, but integrate with our real environments that consist of many things beyond our control.}},
  author       = {{Magerkurth, Carsten and Röcker, Carsten}},
  booktitle    = {{A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications}},
  editor       = {{Magerkurth, Carsten and Röcker, Carsten}},
  isbn         = {{978-3-8322-6223-5}},
  keywords     = {{Pervasive Gaming Applications, User Interfaces, Smart Home Environments, Mixed Reality}},
  pages        = {{5--10}},
  publisher    = {{Shaker}},
  title        = {{{Prototyping Pervasive Games: A New Dimension of Complexity}}},
  volume       = {{5-10}},
  year         = {{2007}},
}

