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The three-sixty illusion: designing for immersion in pervasive games

Published:04 April 2009Publication History

ABSTRACT

Pervasive games are staged in reality and their main attractiveness is generated by using reality as a resource in the game. Yet, most pervasive games that use mobile and location-based technology use reality only in a weak sense, as the location for a computerized game.

In this article we analyze two game practices, Nordic style live action role-playing (larp) and alternate reality games (ARG), that instead use reality as their main game resource. We analyze how they go about creating a believable game world and encourage the players to actively take part in this world. We present two example games that do the same with the support of technology, effectively realizing an immersive game world through a combination of physical play and technology-supported play.

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      cover image ACM Conferences
      CHI '09: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2009
      2426 pages
      ISBN:9781605582467
      DOI:10.1145/1518701

      Copyright © 2009 ACM

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      Publication History

      • Published: 4 April 2009

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      CHI '09 Paper Acceptance Rate277of1,130submissions,25%Overall Acceptance Rate6,199of26,314submissions,24%

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