Modeling and defining the pervasive games and its components from a perspective of the player experience
Main Author: | |
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Publication Date: | 2018 |
Other Authors: | , , |
Language: | eng |
Source: | Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) |
Download full: | http://hdl.handle.net/11328/2321 https://doi.org/10.1007/978-3-319-77712-2_58 |
Summary: | The rapidly growth of the Pervasive Games (PG) field has allowed people to enjoy these games daily in different ways. However, developers and researchers still do not have a complete understanding of its components and features. These games have evolved in many ways depending on their field of application. That is why, for each application field the term PG has a different definition depending on its targets, devices used and research context. That is comprehensible from a technical point of view due to every research field needs to implement their own characteristics. A previous literature review was carried out [1] aiming to find definitions, methodologies to build PG, and software metrics for them. But considering that a definition was not found based on the player experience, we decided to delve into this topic. In this paper, we present a summary of definitions of PG presented by several researchers in order to check and collect their particularities. In addition, we presented a conceptual diagram of the components of PG as well, which has been the starting point to build an ontology to represent the PG meaning and its components. |
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Modeling and defining the pervasive games and its components from a perspective of the player experiencePervasive gamesUser experienceOntologyThe rapidly growth of the Pervasive Games (PG) field has allowed people to enjoy these games daily in different ways. However, developers and researchers still do not have a complete understanding of its components and features. These games have evolved in many ways depending on their field of application. That is why, for each application field the term PG has a different definition depending on its targets, devices used and research context. That is comprehensible from a technical point of view due to every research field needs to implement their own characteristics. A previous literature review was carried out [1] aiming to find definitions, methodologies to build PG, and software metrics for them. But considering that a definition was not found based on the player experience, we decided to delve into this topic. In this paper, we present a summary of definitions of PG presented by several researchers in order to check and collect their particularities. In addition, we presented a conceptual diagram of the components of PG as well, which has been the starting point to build an ontology to represent the PG meaning and its components.Springer2018-10-10T11:16:22Z2018-10-102018-01-01T00:00:00Zbook partinfo:eu-repo/semantics/publishedVersionapplication/pdfArango-López, J., Vela, F., Collazos, C. A., & Moreira, F. (2018). Modeling and defining the pervasive games and its components from a perspective of the player experience. In Rocha Á., Adeli H., Reis L., Costanzo S. (eds), Recent Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing. WorldCIST'18 2018. Advances in Intelligent Systems and Computing (vol 746, pp. 625–635). Disponível no Repositório UPT, http://hdl.handle.net/11328/2321http://hdl.handle.net/11328/2321Arango-López, J., Vela, F., Collazos, C. A., & Moreira, F. (2018). Modeling and defining the pervasive games and its components from a perspective of the player experience. In Rocha Á., Adeli H., Reis L., Costanzo S. (eds), Recent Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing. WorldCIST'18 2018. Advances in Intelligent Systems and Computing (vol 746, pp. 625–635). Disponível no Repositório UPT, http://hdl.handle.net/11328/2321http://hdl.handle.net/11328/2321https://doi.org/10.1007/978-3-319-77712-2_58enghttps://link.springer.com/chapter/10.1007%2F978-3-319-77712-2_58#citeasinfo:eu-repo/semantics/restrictedAccessinfo:eu-repo/semantics/openAccessArango-López, JefersonGutiérrez Vela, Francisco LuisCollazos, Cesar A.Moreira, Fernandoreponame:Repositórios Científicos de Acesso Aberto de Portugal (RCAAP)instname:FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiainstacron:RCAAP2025-01-09T02:10:12Zoai:repositorio.upt.pt:11328/2321Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireinfo@rcaap.ptopendoar:https://opendoar.ac.uk/repository/71602025-05-28T19:29:34.059345Repositórios Científicos de Acesso Aberto de Portugal (RCAAP) - FCCN, serviços digitais da FCT – Fundação para a Ciência e a Tecnologiafalse |
dc.title.none.fl_str_mv |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
title |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
spellingShingle |
Modeling and defining the pervasive games and its components from a perspective of the player experience Arango-López, Jeferson Pervasive games User experience Ontology |
title_short |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
title_full |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
title_fullStr |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
title_full_unstemmed |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
title_sort |
Modeling and defining the pervasive games and its components from a perspective of the player experience |
author |
Arango-López, Jeferson |
author_facet |
Arango-López, Jeferson Gutiérrez Vela, Francisco Luis Collazos, Cesar A. Moreira, Fernando |
author_role |
author |
author2 |
Gutiérrez Vela, Francisco Luis Collazos, Cesar A. Moreira, Fernando |
author2_role |
author author author |
dc.contributor.author.fl_str_mv |
Arango-López, Jeferson Gutiérrez Vela, Francisco Luis Collazos, Cesar A. Moreira, Fernando |
dc.subject.por.fl_str_mv |
Pervasive games User experience Ontology |
topic |
Pervasive games User experience Ontology |
description |
The rapidly growth of the Pervasive Games (PG) field has allowed people to enjoy these games daily in different ways. However, developers and researchers still do not have a complete understanding of its components and features. These games have evolved in many ways depending on their field of application. That is why, for each application field the term PG has a different definition depending on its targets, devices used and research context. That is comprehensible from a technical point of view due to every research field needs to implement their own characteristics. A previous literature review was carried out [1] aiming to find definitions, methodologies to build PG, and software metrics for them. But considering that a definition was not found based on the player experience, we decided to delve into this topic. In this paper, we present a summary of definitions of PG presented by several researchers in order to check and collect their particularities. In addition, we presented a conceptual diagram of the components of PG as well, which has been the starting point to build an ontology to represent the PG meaning and its components. |
publishDate |
2018 |
dc.date.none.fl_str_mv |
2018-10-10T11:16:22Z 2018-10-10 2018-01-01T00:00:00Z |
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book part |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
Arango-López, J., Vela, F., Collazos, C. A., & Moreira, F. (2018). Modeling and defining the pervasive games and its components from a perspective of the player experience. In Rocha Á., Adeli H., Reis L., Costanzo S. (eds), Recent Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing. WorldCIST'18 2018. Advances in Intelligent Systems and Computing (vol 746, pp. 625–635). Disponível no Repositório UPT, http://hdl.handle.net/11328/2321 http://hdl.handle.net/11328/2321 Arango-López, J., Vela, F., Collazos, C. A., & Moreira, F. (2018). Modeling and defining the pervasive games and its components from a perspective of the player experience. In Rocha Á., Adeli H., Reis L., Costanzo S. (eds), Recent Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing. WorldCIST'18 2018. Advances in Intelligent Systems and Computing (vol 746, pp. 625–635). Disponível no Repositório UPT, http://hdl.handle.net/11328/2321 http://hdl.handle.net/11328/2321 https://doi.org/10.1007/978-3-319-77712-2_58 |
identifier_str_mv |
Arango-López, J., Vela, F., Collazos, C. A., & Moreira, F. (2018). Modeling and defining the pervasive games and its components from a perspective of the player experience. In Rocha Á., Adeli H., Reis L., Costanzo S. (eds), Recent Advances in Information Systems and Technologies. Advances in Intelligent Systems and Computing. WorldCIST'18 2018. Advances in Intelligent Systems and Computing (vol 746, pp. 625–635). Disponível no Repositório UPT, http://hdl.handle.net/11328/2321 |
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http://hdl.handle.net/11328/2321 https://doi.org/10.1007/978-3-319-77712-2_58 |
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