By Kim J.L. Nevelsteen
This booklet scrutinizes pervasive video games from a technological viewpoint, targeting the sub-domain of video games that fulfill the factors that they utilize digital online game parts. within the computing device online game undefined, using a video game engine to construct video games is usual, yet present video game engines don't help pervasive video games. because the laptop online game is already wealthy with online game engines, this booklet investigates: (i) if a video game engine might be repurposed to level pervasive video games; (ii) if gains describing a would-be pervasive video game engine might be pointed out; (iii) utilizing these gains, if an structure be present in an analogous ‘product line’ as an latest engine and that may be prolonged to degree pervasive video games (iv) and, ultimately, if there any demanding situations and open concerns that stay.
The method of answering those questions is twofold. First, a survey of pervasive video games is performed, amassing technical information and distilling an element function set that allows pervasive video games. moment, one of those video game engine is selected as candidate within the related product line as a would-be pervasive online game engine, assisting as a lot of the characteristic set as attainable. The structure is prolonged to aid the complete characteristic set and used to level a pervasive online game known as Codename: Heroes, validating the structure, highlighting positive factors of specific significance and deciding upon any open concerns. the realization of this publication is additionally twofold: the ensuing function set is confirmed to coincide with the definition of pervasive video games and similar paintings. And secondly, a digital global engine is chosen as candidate within the similar product line as a would-be pervasive video game engine. Codename: Heroes was once effectively carried out, reaping some great benefits of utilizing the chosen engine; improvement time was once low, spanning quite a few months. Codename: Heroes used to be staged two times, with out balance concerns or down time.
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Additional resources for A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
Magerkurth et al. (2004) speak of a ‘device management layer’ used in the STARS platform called RichNet, but no literature was found pertaining to its implementation. , 2004). , 2004) technologies were built with context-awareness in mind. , 1994). Except for Pac-Man Must Die! (Sanneblad & Holmquist, 2003) and Team Exploration, some form of position localization was required in all reported games, with GPS technology being the most common. , 2004); and, the FinN architecture, which uses indoor position localization through its wireless sensor network.
Row-Farr, J. (2003, April). Where on-line meets on the streets: experiences with mobile mixed reality games. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 569–576). CHI ’03. New York, NY, USA: ACM. , & Adams, M. (2007, June). Day of the figurines: a slow narrative-driven game for mobile phones using text messaging. In 4th international symposium on pervasive gaming applications (PerGames) (pp. 167–175). ICVS’07. Salzburg, Austria: Springer-Verlag. Fraunhofer FIT.
2003). PIMP was designed to “open up the game system for user creation and configuration [. . , 2008). To have a dynamic story and content, game masters might want to author content throughout the in-game phase. , 2003). , 2008; Holopainen, 2008a). , 2007). , 2008). To provide functionality to content and change the rules of the game, a scripting language can be used. Script languages are generally either data-definition or runtime languages (Gregory, 2009). Data-definition languages allow a data structure to be populated and read by the engine, while run-time languages are executed by the engine during run-time.
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen