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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 gamespace-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.
"So you're the one getting this gift? Lucky you! Someone who knows
you has visited the museum. They searched out things they thought
you would care about, and they took photos and left messages for
you." This is the welcoming message for the Gift app, designed to
create a very personal museum visit. Hybrid Museum Experiences use
new technologies to augment, expand or alter the physical
experience of visiting the museum. They are designed to be
experienced in close relation to the physical space and exhibit. In
this book we discuss three forms of hybridity in museum
experiences: Incorporating the digital and the physical, creating
social, yet personal and intimate experiences, and exploring ways
to balance visitor participation and museum curation. This book
reports on a 3-year cross-disciplinary research project in which
artists, design researchers and museum professionals have
collaborated to create technology-mediated experiences that merge
with the museum environment.
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 gamespace-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.
The printed companion for Knutpunkt 2018, the yearly conference on
Nordic larp that takes place in Sweden this year. It includes
twenty selected essays on the theory and practice of larp design;
including designer and organiser experiences, practical tips and
tricks for designers as well as players, theoretical contributions,
and debate articles.
The printed companion for Knutpunkt 2018, the yearly conference on
Nordic larp that takes place in Sweden this year. It includes
twenty selected essays on the theory and practice of larp design;
including designer and organiser experiences, practical tips and
tricks for designers as well as players, theoretical contributions,
and debate articles.
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