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Pervasive Games: Theory and Design (Morgan Kaufmann Game Design Books)
 
 
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Pervasive Games: Theory and Design (Morgan Kaufmann Game Design Books) [Paperback]

Montola
4.5 out of 5 stars  See all reviews (2 customer reviews)
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Product details

  • Paperback: 288 pages
  • Publisher: Morgan Kaufmann; ELSK4 edition (31 July 2009)
  • Language English
  • ISBN-10: 0123748534
  • ISBN-13: 978-0123748539
  • Product Dimensions: 23.6 x 19.1 x 1.7 cm
  • Average Customer Review: 4.5 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Bestsellers Rank: 257,890 in Books (See Top 100 in Books)

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Markus Montola
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Product Description

Review

"This book is the definitive guide to the past, present, and future of stories and games that jump out of their cages and into your real life. Whether it's characters that call you on the phone or game play that happens on the bus on your way to work, this kind of immersive entertainment will define the culture of the next century as surely as the movies dominated the last one." -Sean Stewart, Chief Creative, Fourth Wall Studios, and author of the cross-media international bestseller, Cathy's Book

"Standing at the intersection of games, design and theory, the authors of Pervasive Games: Theory and Design, bring fresh air into game studies with this look at the field of ubiquitous play. Deeply connected to critical game studies, and filled with design case studies, this book is an excellent source for those involved in the design, study or play of pervasive games." -Tracy Fullerton, Associate Professor, USC School of Cinematic Arts and Author of Game Design Workshop

--Tracy Fullerton, Associate Professor, USC School of Cinematic Arts and Author of Game Design Workshop

Product Description

Emerging quickly from the fast-paced growth of mobile communications and wireless technologies, pervasive games provide a worldwide network of potential play spaces. Now games can be designed to be played in public spaces like conferences, museums, communities, cities, buildings or other non-traditional game venues...and game designers need to understand the medium (challenges and otherwise).

This book shows game designers how to change the face of play - literally - who plays, when and where they play and what that play means to all involved. Montola and Stenros explore a number of aspects of pervasive games for game designers: what makes them compelling, what makes them possible today, how they are made, by whom, theoretical and philosophical reasons behind the designs for game designers.

"Pervasive Games" covers everything from theory to design, history and marketing. Designers will find 12 detailed game descriptions, a wealth of design theory, examples from dozens of games and a through discussion on past inspirations - directly from the game designers themselves.

--Clear, illustrated set of "how it works" descriptions demystify pervasive games for game designers - so that they can learn how to engage players real-time experiences beyond the card table or computer screen.

--Includes 12 case studies with illustrative and inspiring examples that make the entire design space tangible.

--Explores what makes pervasive games compelling, how they are made, and by whom. Covers in-depth theoretical and philosophical background for designers - creates a springboard for creation of their own designs.

--Provides practical design tips, pitfalls, design problems from real-games, and solutions from pervasive game design luminaries (including Matt Adams, Frank Lantz, and other top designers in the field.)

Inside This Book (Learn More)
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Front Cover | Copyright | Table of Contents | Excerpt | Index
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Most Helpful Customer Reviews
1 of 1 people found the following review helpful
A defining text 9 May 2010
Format:Paperback
Firstly, don't be put off by the title. This book is well worth reading for game designers, larp organisers and non-traditional theatre people.

Good points
- Strong readable style. Unlike some textbooks, this one can be read cover-to-cover.
- Accessable explanation of concepts such as the 'magic circle,' making this a good text for readers new to game theory generally. This is supported by extensive references.
- Avoids getting caught up in technological implementation details. This means the book will age well.
- Quite comprehensive in scope, includes a discussion of ethics and games which did not work well in the end.

Bad points
- Some of the same case study examples get referenced over and over again. This is partly a reflection of where persavive games are now, does make the book coherent and the examples are all good in their own right, but a few more may have been useful.
- As an example of the above, Vampire larp gets a brief discussion as 'almost accidentally gave birth to the pervasive larp genre' but the international Camarilla society (both monthly larps, and 24/7 email and irc play used together than ran for years) isn't discussed.
- The concept of 'bleed' is mentioned, but could have been expanded on further, particularlly in relation to some of the games described that are intended to carry a polticial message.
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Format:Paperback
Pervasive games are very new, and by their own pervasive nature, difficult to study in an organized manner. However the authors did a good job covering many topics, from the social implications to the salient features of pervasive games and even marketing of these games. The book stays clear from technologies, which I believe was a good decision. Although I bought the book wanting also to know more about technology used in pervasive games, focusing on the technological aspects would greatly reduce the scope and value of the book. Another good aspect of the book is that it presents several case studies of actual pervasive games.

The only negative aspect I can point to is that the authors focused mainly on elaborate role playing game styles, which are very expensive to organize and are not for the general public.

Overall the book provides a good starting point for those interested in pervasive games and gives some interesting pieces of advice based on the authors experience in organizing, and playing, this type of games
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Amazon.com:  7 reviews
4 of 4 people found the following review helpful
A Catalog of Pervasive Games! 30 Sep 2009
By William J. White - Published on Amazon.com
Format:Paperback
The first time I saw this book, it was in manuscript form on the laptop of one of the editors, next to whom I was sitting as a bus brought us to the airport from the a conference on live action roleplaying. I was immediately taken with the project: an attempt to catalog the variety of instances in which game-play has spilled out beyond the special "magic circle" of the gaming table, playground, or sports field and into "real life": live-action Pac-Man on the streets of Manhattan, Killer on college campuses, even races on reality television.

The finished product comprises 13 case studies describing a different sort of "pervasive game." Each case study is accompanied by a longer analytic essay, moving from the descriptive (what are pervasive games and where do they come from?) through the technical (how are pervasive games designed, run, and played?) to the philosophical (what are the ethical implications and aesthetic ramifications of pervasive games?). In order to make sense of the sprawling breadth of material that they have collected, the editors have divided the chapters into three parts, labeled "Theory," "Design," and "Society." More importantly, they provide an analytic framework based on the idea that pervasive games are best understood as extending play spatially, temporally, or socially. In other words, pervasive games are those in which the game somehow intersects with or infringes upon ordinary life. "Pervasive games," say the editors, "can take the pleasure of the game to ordinary life," and the "immediacy and tangibility of ordinary life to the game."

In spatial extension, the playing field is overlaid upon regular spaces: the whole world is the playground. Among the examples they present are the cases of the Manhattan apartment refurbished as an elaborate Myst-like puzzle palace (Mystery on Fifth Avenue), and a cellphone-enabled cat-and-mouse game in which players pretend to be heavily armed robot warriors roaming the streets of their home city (BotFighters).

In temporal extension, playtime spills out in everyday life. For example, one game in development allows players to "collect" Bluetooth identification signals emanating from devices around them as they commute, go shopping, and go through their daily routines. These signals can then be "identified" as different types of evanescent insects; the goal of the game is to amass the largest and most varied collection (Insectopia). In another example, participants in a live-action role-playing game (larp) played themselves in their daily lives as if possessed by the spirit of a dead revolutionary involved in a technomantic conspiracy (Momentum).

In social extension, outsiders or non-players are enrolled in the game in various ways. The editors discuss an enigmatic scavenger hunt in which players cannot be sure who around them is part of the game (Uncle Roy All Around You), and an art project at a Swedish university intended a poltergeist mystery for public consumption that wound up mainly being a mess for the janitors to clean up (Vem Gråter).

This book is an excellent starting point as an introduction to the "ludification of culture" that is attracting interest from scholars and observers of modern society; it belies easy pronouncements and prognostications about what games mean and what they portend. Its main value is in the taxonomy it provides for understanding the variety of forms and methods of pervasive gaming, but it also raises useful and interesting questions about the place of games, gaming, and gamers in Western culture. For example, the editors observe how many pervasive games are mediated by new communications technologies, and it is interesting to note the different ways in which such technologies are used: to enable coordination among players, to control the flow of events, and to "overlay" the game-space on top of the real world, for instance. It would be a good text for courses on game design, game studies, or the sociology of play, and it is a useful reference for game designers and scholars of gaming.
2 of 2 people found the following review helpful
Wide subject, many voices 1 Sep 2009
By Matthijs Holter - Published on Amazon.com
Format:Paperback
I've let this book simmer for a while. I'm not a big reader anymore; that is, I read a lot, but in the fragmented and impatient way I've been taught by the internet. Reading through several hundred pages in one go isn't for me, these days, if it ever was.

So I've attacked the book from several angles. Jumping into one chapter, checking out a reference to another, occasionally googling interesting games or reading up on the book's official blog. And, luckily for me, the book lends itself well to this form of reading. The text is full of interesting tidbits, fun and strange ideas that provide inspiration and matter for reflection. Jumping back and forth through the chapters also highlights a specific feature of the book: There are many voices, many situated authors, many discernibly different agendas*. These multiple frames of reference make for a multifaceted view of the pervasive games phenomenon.

While creators of pervasive games are often good at hyping their own games, making it sound like they've changed the lives of everyone involved and are on the verge of creating a social revolution, the editors let the projects speak for themselves; they describe the games objectively, cite research and questionnaire responses, and let the reader make up his/her own mind as to the quality and effects of the game. This is refreshing and relaxing after reading so many hyped-up articles about different pervasive projects. It also makes reading chapters like "Art and Politics of Pervasive Games" more rewarding; having facts** contrasted with vision and opinion make both parts stand out more clearly.

All in all, this is a brilliant book both for laymen, designers and researchers. I recommend it heartily, and remain a fan-boy.

* The weakest part, in my opinion, is the case study on "Mystery on Fifth Avenue", written by Eric Clough; Clough is the founder of 212box, the creators of the aforementioned mystery. While the project is interesting, the author is clearly in love with his own project, and describes it in such sickeningly-sweet syrupy language that the whole thing sounds like a Disney X-mas special.

** I'm not using the term "dry facts", because the book is too interesting.
2 of 2 people found the following review helpful
The definitive work on pervasive games 6 July 2009
By J. T. Harviainen - Published on Amazon.com
Format:Paperback|Amazon Verified Purchase
I had the pleasure of pre-reading this book in draft before it came out. Seeing its final version, I was nevertheless amazed. The primary authors, along with the 15 other contributors, have created by far the best published work on pervasive games. It draws the material from around the world, ranging from global ARGs to reality TV and small Nordic larps, as well as studies conducted on those and more. Furthermore, it creates a seamless merger of it all, being able to confidently discuss pervasive games as a phenomenon, not a bunch of events organized by isolated cliques. It is holistic, yet attentive to minute detail.

The topics range from history to the ethics of involving unaware people in play. Nearly half of the book is nevertheless dedicated to design concerns, making it an invaluable tool to anyone developing or researching pervasive games (or ARGs, or larps, for that matter). As this is done in the context of examples - some of them successes, others clear failures - it is easy to pick useful ideas from those presented. I would have liked a few more case examples on some topics, such as the problem of people entering and leaving such games mid-way, but I presume this was simply not feasible due to a page limit. And I can but applaud the authors' decision not to do everything by themselves, meaning that some case examples and sections on things like marketing and art-games are written by experts in those particular subjects.

This book is something one may agree or disagree with, but never ignore, if one works in the field of pervasive games in any fashion. Both the designer and the game studies professional in me find it immensely valuable. It is also a damn enjoyable read.
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