Modeling and Defining the Pervasive Games and its Components from a Perspective of the Player Experience

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Publication Details

Author list: Moreira, F., Arango-López, J., Vela, F., Collazos, C. A.
Publisher: Springer
Publication year: 2018
Volume number: 746
Start page: 625
End page: 635
Number of pages: 11
Languages: English-Great Britain (EN-GB)


The rapidly growth of the Pervasive Games (PG) field has allowed people
to enjoy these games daily in different ways. However, developers and
researchers still do not have a complete understanding of its components
and features. These games have evolved in many ways depending on their
field of application. That is why, for each application field the term
PG has a different definition depending on its targets, devices used and
research context. That is comprehensible from a technical point of view
due to every research field needs to implement their own
characteristics. A previous literature review was carried out [1]
aiming to find definitions, methodologies to build PG, and software
metrics for them. But considering that a definition was not found based
on the player experience, we decided to delve into this topic. In this
paper, we present a summary of definitions of PG presented by several
researchers in order to check and collect their particularities. In
addition, we presented a conceptual diagram of the components of PG as
well, which has been the starting point to build an ontology to
represent the PG meaning and its components.


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Last updated on 2019-13-08 at 00:46