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"Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a gamespace - both the challenges and advantages of doing so." "This book shows how to change the face of play - who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre."--Jacket.
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Pervasive games: theory and design
2009, Elsevier/Morgan Kaufmann
in English
0123748534 9780123748539
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Pervasive games: theory and design
2009, Elsevier/Morgan Kaufmann
in English
0123748534 9780123748539
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Pervasive games: theory and design
2009, Elsevier/Morgan Kaufmann
in English
0123748534 9780123748539
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Book Details
Edition Notes
Includes bibliographical references and index.

