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WorldCist'18 - 6th World Conference on Information Systems and Technologies

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Modeling and Defining the Pervasive Games and its Components from a Perspective of the Player Experiences

The quickly growing up of the pervasive games (PG) field has allowed that people enjoy of 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 of its targets, using devices and research context. That is comprehensible from a technical point of view, it is because every research field needs to implement their own characteristics. Considering that in the previous literature review [1] was not found a definition based on player experience, we decided to delve in 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 start point to build an ontology to represent the PG meaning and its components.

Jeferson Arango-López
University of Cauca

Francisco Luis Gutiérrez Vela
University of Granada

Cesar Collazos
University of Cauca

Fernando Moreira
Universidade Portucalense


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