A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
This book scrutinizes pervasive games from a technological perspective, focusing on the sub-domain of games that satisfy the criteria that they make use of virtual game elements. In the computer game industry, the use of a game engine to build games is co
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Kim J.L. Nevelsteen
A Survey of Characteristic Engine Features for TechnologySustained Pervasive Games 123
SpringerBriefs in Computer Science
Series Editors Stan Zdonik Shashi Shekhar Jonathan Katz Xindong Wu Lakhmi C. Jain David Padua Xuemin (Sherman) Shen Borko Furht V.S. Subrahmanian Martial Hebert Katsushi Ikeuchi Bruno Siciliano Sushil Jajodia Newton Lee
More information about this series at http://www.springer.com/series/10028
Kim J.L. Nevelsteen
A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games
123
Kim J.L. Nevelsteen Deparment of Computer and Systems Sciences Stockholm University Stockholm, Sweden
ISSN 2191-5768 ISSN 2191-5776 (electronic) SpringerBriefs in Computer Science ISBN 978-3-319-17631-4 ISBN 978-3-319-17632-1 (eBook) DOI 10.1007/978-3-319-17632-1 Library of Congress Control Number: 2015938304 Springer Cham Heidelberg New York Dordrecht London © The Author(s) 2015 This work is subject to copyright. All rights are reserved by the Publisher, whether the whole or part of the material is concerned, specifically the rights of translation, reprinting, reuse of illustrations, recitation, broadcasting, reproduction on microfilms or in any other physical way, and transmission or information storage and retrieval, electronic adaptation, computer software, or by similar or dissimilar methodology now known or hereafter developed. The use of general descriptive names, registered names, trademarks, service marks, etc. in this publication does not imply, even in the absence of a specific statement, that such names are exempt from the relevant protective laws and regulations and therefore free for general use. The publisher, the authors and the editors are safe to assume that the advice and information in this book are believed to be true and accurate at the date of publication. Neither the publisher nor the authors or the editors give a warranty, express or implied, with respect to the material contained herein or for any errors or omissions that may have been made. Printed on acid-free paper Springer International Publishing AG Switzerland is part of Springer Science+Business Media (www. springer.com)
To Charlie Brown, my high school English teacher, who carried a long stick, had a daughter, and lots of leg hair.
Acknowledgments
Sincerest gratitude to Theo Kanter, Rahim Rahmani, and Annika Waern for their guidance; Jakob Axelsson, Leif Oppermann, Jim Wilenius, and Newton Lee for their critical reviews; Karl-Petter Åkesson for providing details on IPerG in his spare time; Todd Sundsted for offering his intricate knowledge about LambdaMOO; and, not least, Mama for her endless support. Research was made possible by a grant from the Swedish Governmental Agency for Innovation Systems to the Mobile Life Vinn Excellence Center.
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Contents
1
Pervasive Games with Persistent Worlds . . . . . . . . . . . . . .. . . . . . . . . . . . . . . . . . . . . 1.1 Introduction .. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. . . . . . . . . .
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