Expanding the Magic Circle in Pervasive Casual Play - Inria - Institut national de recherche en sciences et technologies du numérique
Communication Dans Un Congrès Année : 2012

Expanding the Magic Circle in Pervasive Casual Play

Sofia Reis
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Résumé

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.
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Dates et versions

hal-01556122 , version 1 (04-07-2017)

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Sofia Reis. Expanding the Magic Circle in Pervasive Casual Play. 11th International Confernece on Entertainment Computing (ICEC), Sep 2012, Bremen, Germany. pp.486-489, ⟨10.1007/978-3-642-33542-6_60⟩. ⟨hal-01556122⟩
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