design - reports

pdfCrossmedia 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)


pdfDesigning 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)


pdfEthic 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)


pdfUpdate 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)


pdfDomain 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)


pdfLiterature 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)


pdfeLARP 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)


pdfeLARP 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)

       back   BACK                Top   TOP