A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games

Nonfiction, Computers, Advanced Computing, Engineering, Computer Vision, Programming, User Interfaces, General Computing
Cover of the book A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games by Kim J.L. Nevelsteen, Springer International Publishing
View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart
Author: Kim J.L. Nevelsteen ISBN: 9783319176321
Publisher: Springer International Publishing Publication: May 8, 2015
Imprint: Springer Language: English
Author: Kim J.L. Nevelsteen
ISBN: 9783319176321
Publisher: Springer International Publishing
Publication: May 8, 2015
Imprint: Springer
Language: English

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 common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain.

The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.

View on Amazon View on AbeBooks View on Kobo View on B.Depository View on eBay View on Walmart

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 common, but current game engines do not support pervasive games. Since the computer game industry is already rich with game engines, this book investigates: (i) if a game engine can be repurposed to stage pervasive games; (ii) if features describing a would-be pervasive game engine can be identified; (iii) using those features, if an architecture be found in the same ‘product line’ as an existing engine and that can be extended to stage pervasive games (iv) and, finally, if there any challenges and open issues that remain.

The approach to answering these questions is twofold. First, a survey of pervasive games is conducted, gathering technical details and distilling a component feature set that enables pervasive games. Second, a type of game engine is chosen as candidate in the same product line as a would-be pervasive game engine, supporting as much of the feature set as possible. The architecture is extended to support the entire feature set and used to stage a pervasive game called Codename: Heroes, validating the architecture, highlighting features of particular importance and identifying any open issues. The conclusion of this book is also twofold: the resulting feature set is verified to coincide with the definition of pervasive games and related work. And secondly, a virtual world engine is selected as candidate in the same product line as a would-be pervasive game engine. Codename: Heroes was successfully implemented, reaping the benefits of using the selected engine; development time was low, spanning just a few months. Codename: Heroes was staged twice, with no stability issues or down time.

More books from Springer International Publishing

Cover of the book Applied Partial Differential Equations by Kim J.L. Nevelsteen
Cover of the book Cultivating Charismatic Power by Kim J.L. Nevelsteen
Cover of the book Peace Photography by Kim J.L. Nevelsteen
Cover of the book Modelling the Fate of Chemicals in the Environment and the Human Body by Kim J.L. Nevelsteen
Cover of the book Equivalent Stress Concept for Limit State Analysis by Kim J.L. Nevelsteen
Cover of the book Carbon Footprint and Urban Planning by Kim J.L. Nevelsteen
Cover of the book Manual of Operative Maxillofacial Trauma Surgery by Kim J.L. Nevelsteen
Cover of the book The Landscape of Free Fermionic Gauge Models by Kim J.L. Nevelsteen
Cover of the book Selberg Zeta Functions and Transfer Operators by Kim J.L. Nevelsteen
Cover of the book Formulating Principal-Agent Service Contracts for a Revenue Generating Unit by Kim J.L. Nevelsteen
Cover of the book Legal Aspects Around Satellite Constellations by Kim J.L. Nevelsteen
Cover of the book A Tissue Regeneration Approach to Bone and Cartilage Repair by Kim J.L. Nevelsteen
Cover of the book The Path to a Modern Economics by Kim J.L. Nevelsteen
Cover of the book Insecurity & the Rise of Nationalism in Putin's Russia by Kim J.L. Nevelsteen
Cover of the book Big Data Analytics and Knowledge Discovery by Kim J.L. Nevelsteen
We use our own "cookies" and third party cookies to improve services and to see statistical information. By using this website, you agree to our Privacy Policy