Pervasive Games: Theory and Design - Morgan Kaufmann Game Design Books | Game Development, ARG Design, Interactive Storytelling | Perfect for Game Designers, Educators & Researchers
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DESCRIPTION
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-and 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. Pervasive Games covers everything from theory and design to history and marketing.
REVIEWS
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4.5
I had the pleasure of pre-reading this book in draft before it came out. Seeing its final version, I was nevertheless amazed. The primary authors, along with the 15 other contributors, have created by far the best published work on pervasive games. It draws the material from around the world, ranging from global ARGs to reality TV and small Nordic larps, as well as studies conducted on those and more. Furthermore, it creates a seamless merger of it all, being able to confidently discuss pervasive games as a phenomenon, not a bunch of events organized by isolated cliques. It is holistic, yet attentive to minute detail.The topics range from history to the ethics of involving unaware people in play. Nearly half of the book is nevertheless dedicated to design concerns, making it an invaluable tool to anyone developing or researching pervasive games (or ARGs, or larps, for that matter). As this is done in the context of examples - some of them successes, others clear failures - it is easy to pick useful ideas from those presented. I would have liked a few more case examples on some topics, such as the problem of people entering and leaving such games mid-way, but I presume this was simply not feasible due to a page limit. And I can but applaud the authors' decision not to do everything by themselves, meaning that some case examples and sections on things like marketing and art-games are written by experts in those particular subjects.This book is something one may agree or disagree with, but never ignore, if one works in the field of pervasive games in any fashion. Both the designer and the game studies professional in me find it immensely valuable. It is also a damn enjoyable read.