Abstract
Typically, in digital entertainment, the screen is the center of the player's attention. If the real world was part of the gameplay, the player would also pay attention to what is happening around her. That is the case of pervasive games. Our objective is to find ways of making pervasive play available for a large casual audience, but in a way that casual games are not deprived of their intrinsic characteristics. Casual games are easy to play, have simple rules and easy to understand interfaces and the introduction of real world elements must thus not deprive them of these characteristics. © 2012 Springer-Verlag Berlin Heidelberg.
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CITATION STYLE
Reis, S. (2012). Expanding the magic circle in pervasive casual play. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7522 LNCS, pp. 486–489). https://doi.org/10.1007/978-3-642-33542-6_60
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