Pervasive Games

Here is a link to my class presentation on the Augmented/Mixed reality component of Pervasive Gaming. Specifically I look at how games that are virtual (computer games) can become more real (embodied) and how the real world can be made more virtual. Michael Nixon also presented pervasive games from the narrative perspective which is also very interesting.

This topic is relating more to my research efforts in the Computational Poetic- Metactreation: Machines Endowed with Creative Behavior course – where emergent agent behavior can become more situated into our everyday spaces. There is no real narrative in this project, more of an experiment how game methodologies can reinforce existing space.

I am pasting two paragraphs from this project discussing Architectural and Virtual Spaces into this blog because I think it related well to this topic.

Architecturally, the physical (built) environment functions as a place to support everyday human activities in living, education, and work. Architects design and program spaces for a physical world with a generalized user model in this world. Circulation places of human movement such as the SFU Surrey Mezzanine must support a variety of user goals. Architects rarely have the resources or incentive to convert their designs (during the design process or after project completion) into game development scenarios with a different user model. Relatively speaking, built spaces remain fixed in intended user activity and this is often a broad notion to meet the needs of a variety of present or future users.

Conversely, the individualized user understanding of activity within a virtual space is a design model characteristic of game design development. Developers often present a realistically depicted, engaging, and imaginative user experience although it is distinctly separated from his or her physical environment. Additionally, autonomous characters are increasing utilized to facilitate this individualized game play experience. Unlike architects, game developers fine tune the precise user experience to maximize immersion through rigorous prototyping. The drawback is game environments are developed and distributed for an audience that is not commonly situated physically. Augmented gaming is a design opportunity that has yet to be fully addressed in the research community.

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