Autor*in
Magerkurth, Carsten;
Röcker, CarstenELSA
Herausgeber*in
Magerkurth, Carsten;
Röcker, CarstenELSA
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.
Erscheinungsjahr
Buchtitel
A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications
Band
5-10
Seite
5-10
ISBN
ELSA-ID
Zitieren
Magerkurth C, Röcker C. Prototyping Pervasive Games: A New Dimension of Complexity. In: Magerkurth C, Röcker C, eds. A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications. Vol 5-10. Aachen: Shaker; 2007:5-10.
Magerkurth, C., & Röcker, C. (2007). Prototyping Pervasive Games: A New Dimension of Complexity. In C. Magerkurth & C. Röcker (Eds.), A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications (Vol. 5–10, pp. 5–10). Aachen: Shaker.
Magerkurth C and Röcker C (2007) Prototyping Pervasive Games: A New Dimension of Complexity. In Magerkurth C and Röcker C (eds), A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications, vol. 5–10. Aachen: Shaker, pp. 5–10.
Magerkurth, Carsten, and Carsten Röcker. “Prototyping Pervasive Games: A New Dimension of Complexity.” In A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications, edited by Carsten Magerkurth and Carsten Röcker, 5–10:5–10. Aachen: Shaker, 2007.
Magerkurth, Carsten und Carsten Röcker. 2007. Prototyping Pervasive Games: A New Dimension of Complexity. In: A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications, hg. von Carsten Magerkurth und Carsten Röcker, 5–10:5–10. Aachen: Shaker.
Magerkurth, Carsten ; Röcker, Carsten: Prototyping Pervasive Games: A New Dimension of Complexity. In: Magerkurth, C. ; Röcker, C. (Hrsg.): A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications. Bd. 5–10. Aachen : Shaker, 2007, S. 5–10
C. Magerkurth, C. Röcker, Prototyping Pervasive Games: A New Dimension of Complexity, in: C. Magerkurth, C. Röcker (Eds.), A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications, Shaker, Aachen, 2007: pp. 5–10.
C. Magerkurth and C. Röcker, “Prototyping Pervasive Games: A New Dimension of Complexity,” in A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications, vol. 5–10, C. Magerkurth and C. Röcker, Eds. Aachen: Shaker, 2007, pp. 5–10.
Magerkurth, Carsten, and Carsten Röcker. “Prototyping Pervasive Games: A New Dimension of Complexity.” A Reader for Pervasive Gaming Research / Vol. 2. Pervasive Gaming Applications, edited by Carsten Magerkurth and Carsten Röcker, vol. 5–10, Shaker, 2007, pp. 5–10.
Magerkurth, Carsten/Röcker, Carsten (2007): Prototyping Pervasive Games: A New Dimension of Complexity, in: Carsten Magerkurth/Carsten Röcker (Hgg.): A reader for pervasive gaming research / Vol. 2. Pervasive gaming applications (= 5–10), Aachen, S. 5–10.
Magerkurth C, Röcker C. Prototyping Pervasive Games: A New Dimension of Complexity. In: Magerkurth C, Röcker C, editors. A reader for pervasive gaming research / Vol 2 Pervasive gaming applications. Aachen: Shaker; 2007. p. 5–10.
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