TY - GEN
T1 - Practical considerations for values-centred pervasive games
AU - Jerrett, Adam Michael Leonard
AU - Howell, Peter
AU - De Beer, Koos
N1 - No ISSN
PY - 2022/7/11
Y1 - 2022/7/11
N2 - Pervasive games are a genre that blur reality and fiction by creating unique experiences that are played in and affected by real life. Because of their effective blend of reality and fiction, the genre has become popular for creating serious games that, among other things, explore the values of players and their communities. While value exploration is often discussed in the context of subgenres like alternate reality and live-action roleplaying games, little literature exists that discusses value exploration in the genre of pervasive games more broadly.As such, this paper amalgamates practices across pervasive game types that facilitate value exploration through play. These practices are then presented as design considerations alongside practical techniques that designers can implement to encourage playing with values. These considerations are presented to provide designers with practical ways to make their games more meaningful to and representative of increasingly diverse player populations.
AB - Pervasive games are a genre that blur reality and fiction by creating unique experiences that are played in and affected by real life. Because of their effective blend of reality and fiction, the genre has become popular for creating serious games that, among other things, explore the values of players and their communities. While value exploration is often discussed in the context of subgenres like alternate reality and live-action roleplaying games, little literature exists that discusses value exploration in the genre of pervasive games more broadly.As such, this paper amalgamates practices across pervasive game types that facilitate value exploration through play. These practices are then presented as design considerations alongside practical techniques that designers can implement to encourage playing with values. These considerations are presented to provide designers with practical ways to make their games more meaningful to and representative of increasingly diverse player populations.
KW - pervasive computing
KW - practical
KW - design
KW - values
UR - http://www.digra.org/digital-library/
UR - http://www.digra.org/wp-content/uploads/digital-library/DiGRA_2022_paper_80.pdf
UR - https://digra2022.org/
UR - http://www.digra.org/digital-library/forums/digra2022/
M3 - Conference contribution
BT - Proceedings of DiGRA 2022
PB - Digital Games Research Association
T2 - DiGRA 2022
Y2 - 25 April 2022 through 29 April 2022
ER -