Communication Dans Un Congrès Année : 2014

Pervasive Games in the cultural sector : a typology to help decision makers

Résumé

This contribution focuses on the assets and objectives of Pervasive Games in the cultural sector, that we call Cultural Pervasive Game, especially those orchestrated within cultural and touristic sites such as museums, libraries, cultural parks or touristic attractions. A Pervasive Game extends the boundaries of the game spatially, temporally and socially thus blending a gameworld into the player's everyday life. Our aim is to build a methodological tool, such as a typology, for game designers or cultural decision makers. To build our typology, we expanded an existing open-ended classification of games to adapt it to the particular case of pervasive games in the cultural sector. We added dimensions that convey the social, temporal and spatial extensions of the boundaries of pervasive games. We discuss further perspectives of this work, such as the design of an ontology of pervasive games in the cultural sector.

Fichier principal
Vignette du fichier
IE2014_28-02.pdf (183.42 Ko) Télécharger le fichier
Origine Fichiers produits par l'(les) auteur(s)
Licence

Dates et versions

hal-03194347 , version 1 (05-02-2024)

Licence

Identifiants

  • HAL Id : hal-03194347 , version 1

Citer

Diane Dufort, Federico Tajariol, Ioan Roxin. Pervasive Games in the cultural sector : a typology to help decision makers. The 13th International Conference on Informatics in Economy (IE 2014), May 2014, Bucarest, Romania. pp.111-115. ⟨hal-03194347⟩

Collections

150 Consultations
134 Téléchargements

Partager

  • More