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Journal Issue
Volume 13 Issue 3, ECGBL 2014 / Mar 2015  pp149‑206

Editor: Busch-Steinicke

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Editorial  pp149‑150

Carsten Busch & Martin Steinicke

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Developing and Testing a Mobile Learning Games Framework  pp151‑166

Carsten Busch, Sabine Claßnitz, André Selmanagić, Martin Steinicke

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Learning via Game Design: From Digital to Card Games and Back Again  pp167‑180

Emanuela Marchetti, Andrea Valente

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Scenario Based Education as a Framework for Understanding Students Engagement and Learning in a Project Management Simulation Game  pp181‑191

Morten Misfeldt

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Dynamic Pervasive Storytelling in Long Lasting Learning Games  pp192‑206

Trygve Pløhn, Sandy Louchart, Trond Aalberg

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Abstract

Abstract: Pervasive gaming is a reality‑based gaming genre originating from alternative theatrical forms in which the performance becomes a part of the players⠒ everyday life. In recent years much research has been done on pervasive gaming (Benford et al. 2005, Cheok et al. 2006, Jegers and Wiberg 2006) and its potential applications towards specific domains. Pervasive games have been effective with regards to advertising (VG 2009), education (Pløhn 2013) and social relationship building (Pløhn and Aalberg 2013). In pervasive games that take place over a long period of time, i.e. days or weeks, an important success criterion is to provide features that support in‑game awareness and increases the pervasiveness of the game according to the playe rs⠒ everyday life. However, given the nature of pervasive games, they also pose challenges when compared to more traditional gaming approaches, namely; 1) How can one make the game pervasive according to the players⠒ everyday life? and 2) How can on e support in‑game awareness?. This paper presents a Dynamic Pervasive Storytelling (DPS) approach and describes the design of the pervasive game Nuclear Mayhem (NM), a pervasive game designed to support a Web‑games development course at the Nord‑Trøn delag University College, Norway. NM ran parallel with the course and lasted for nine weeks and needed specific features both to become a part of the players⠒ everyday life and to remind the players about the ongoing game. DPS, as a model, is oriented t owards increasing the pervasiveness of the game and supporting a continuous level of player in‑game awareness through the use of real life events (RLE). DPS uses RLE as building blocks both to create the overall game story prior to the start of the game by incorporating elements of current affairs in its design and during the unfolding of the game as a mean to increase the pervasiveness and in‑game awareness of the experience. The paper concludes that DPS is a promising approach for creating a game stor y which increases the pervasiveness of the game and supports 

 

Keywords: Keywords: pervasive games, game based learning, in-game awareness, interactive storytelling, media analysis, game mastering

 

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