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Pervasive Games: Theory and Design (Morgan Kaufmann Game Design Books) (Paperback)
$45.48 - Save $5.06 (10%) - RRP $50.54 Free delivery worldwide (to United States and
all these other countries) Usually dispatched within 48 hours | |Short Description for Pervasive GamesExplores aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible and how they are made. This book covers everything from theory and design to history and marketing designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen.
Full description- Publisher: Morgan Kaufmann Publishers In
- Published: 22 July 2009
- Format: Paperback 336 pages
- See: Full bibliographic data
- Categories: Games Development & Programming
- ISBN 13: 9780123748539 ISBN 10: 0123748534
- Sales rank: 254,751
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Full description for Pervasive Games
Quickly emerging from the fast-paced growth of mobile communications and wireless technologies, pervasive games take gaming away from the computer screen and back to the three-dimensional world. Now games can be designed to be played in public spaces like shopping malls, conferences, museums and other non-traditional game venues. Game designers need to understand how to use the world as a game space - and both the challenges and advantages of doing so. This book shows how to change the face of play - who plays, when and where they play and what that play means to all involved. The authors explore aspects of pervasive games that concern game designers: what makes these games compelling, what makes them possible today and how they are made. For game researchers, it provides a solid theoretical, philosophical and aesthetic understanding of the genre. "Pervasive Games" covers everything from theory and design to history and marketing designers, so that they can learn how to engage players' real-time experiences beyond the mobile phone or computer screen. It features thirteen case studies with illustrative and inspiring examples make the entire pervasive games design space tangible. It provides practical design tips, potential pitfalls, design problems from real games, and inspiration from some of the most interesting pervasive game designers in the world, including Matt Adams, Frank Lantz, and others.

