design - reports
Crossmedia Games Design Kit
The Crossmedia design kit adresses persons interested in the design of Crossmedia Pervasive Games. This document summarizes and generalizes findings and results of the design, development, and staging of two iteratively developed versions of the Crossmedia Game Epidemic Menace developed within the IPerG project. (PDF, April 2007)
Designing Pervasive Games
The report goes through a number of pervasive game examples in detail, looking at the ways
these three borders are blurred and occasionally broken, trying to both map the design options
and considerations of pervasive gaming, and to value some alternatives over the others. Often
the reason for including these expansions in the game design has been the intent to create
ambiguously gameplay seamlessly mixing game and life: A mixture of ludic and ordinary
experiences realities that allows new kinds of immersive gameplay experiences. (PDF, March 2007)
Ethic of Pervasive Games
In this report we discuss ethical issues related to pervasive gaming. Due to their nature, the
pervasive games influence the ordinary life outside the game in many ways, some of which
are beneficent while others are problematic (PDF, Oct 2006)
Update of Pervasive Gaming Guidlines
This report analyzes the design and evaluation of pervasive games in a three dimensional design framework, where pervasive games are seen to expand the classic sphere of game play spatially, socially and temporally. The purpose of the model is to chart the design space of
pervasive games in a rather inclusive manner, to present the options and alternatives available
in the design. (PDF, Feb 2006)
Domain of Pervasive Gaming
In this document, we present a ludological definition of pervasive game, and discuss the
design space where the various pervasive games can be situated. The ludological definition
rejects the technological orientation of the previous definitions, focussing on the game event
and gameplay experience rather than on the artefacts used to play the game. (PDF, Jan 2006)
Literature Review
This review identifies and describes the key design and evaluation techniques to be used in IPerG. It summarises key previous work from the field; clarifies the challenges involved in using these techniques for pervasive games and in IPerG in general and also clarifies the mapping of techniques to showcases. (PDF, April 2005)
eLARP Early Game Design Guidlines
This document describes the different requirements on technology within the eLARP(Enhanced Reality Live Action Role Playing) showcase for the initial phase. (PDF, Jan 2005)
eLARP Final Game Design Guidlines
In this document we summarize the work done in eLARP workpackage of IPerG. During two years we designed and implemented two major larp events, Prosopopeia Bardo 1: Där vi föll and Prosopopeia Bardo 2: Momentum, in order to experiment with technological
augmentation of larps and test the viability of the gaming genre. Further more we provided
one external larp with technology from the showcase. In all of these instances we studied how
the technology was used and how gameplay was influenced and how players perceived the
experience. (PDF, May 2007)
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