Entering an age of playfulness where persistent, pervasive ambient games create moods and modify behaviour

Mark Eyles, Roger Eglin

    Research output: Contribution to conferencePaperpeer-review

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    Abstract

    A novel way of playing games called ambient gaming is defined and described. Growing out of ideas in ambient music, ambient gaming is defined as ‘ignorable as it is interesting’(Eno, 1978). Ambient gaming is set in the context of existing gaming systems, including computer games, Live Action Role Playing, augmented reality and pervasive gaming. Further, ambient games are set in a technological context, showing that the technology enabling their development is now becoming available. The specification and implementation of an ambient game prototype, Ambient Quest, is described. Finally future directions for research and application of ambient games are given.
    Original languageEnglish
    Publication statusPublished - Sept 2007
    EventThe Third International Conference on Games Research and Development 2007 (Cybergames 2007) - Manchester
    Duration: 10 Sept 200711 Sept 2007

    Conference

    ConferenceThe Third International Conference on Games Research and Development 2007 (Cybergames 2007)
    CityManchester
    Period10/09/0711/09/07

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    • Ambient Gameplay

      Eyles, M. (PI), Eglin, R. (CoI), Dansey, N. (CoI), Pinchbeck, D. (CoI) & Howell, P. (Team Member)

      1/09/0731/01/19

      Project: Research

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