Modeling and defining the pervasive games and its components from a perspective of the player experience

dc.contributor.authorArango-López, Jeferson
dc.contributor.authorGutiérrez Vela, Francisco Luis
dc.contributor.authorCollazos, Cesar A.
dc.contributor.authorMoreira, Fernando
dc.date.accessioned2018-10-10T11:16:22Z
dc.date.available2018-10-10T11:16:22Z
dc.date.issued2018
dc.description.abstractThe 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.pt_PT
dc.identifier.citationArango-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/11328/2321pt_PT
dc.identifier.doihttps://doi.org/10.1007/978-3-319-77712-2_58pt_PT
dc.identifier.urihttp://hdl.handle.net/11328/2321
dc.language.isoengpt_PT
dc.peerreviewedyespt_PT
dc.publisherSpringerpt_PT
dc.relation.publisherversionhttps://link.springer.com/chapter/10.1007%2F978-3-319-77712-2_58#citeaspt_PT
dc.rightsrestricted accesspt_PT
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectPervasive gamespt_PT
dc.subjectUser experiencept_PT
dc.subjectOntologypt_PT
dc.titleModeling and defining the pervasive games and its components from a perspective of the player experiencept_PT
dc.typebook partpt_PT
degois.publication.firstPage625pt_PT
degois.publication.lastPage635pt_PT
degois.publication.titleTrends and Advances in Information Systems and Technologiespt_PT
degois.publication.volume746pt_PT
dspace.entity.typePublicationen
person.affiliation.nameUniversidade Portucalense
person.familyNameMoreira
person.givenNameFernando
person.identifier.ciencia-id7B1C-3A29-9861
person.identifier.orcid0000-0002-0816-1445
person.identifier.ridP-9673-2016
person.identifier.scopus-author-id8649758400
relation.isAuthorOfPublicationbad3408c-ee33-431e-b9a6-cb778048975e
relation.isAuthorOfPublication.latestForDiscoverybad3408c-ee33-431e-b9a6-cb778048975e

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