
doi: 10.1109/mprv.2006.11
In this paper, we've made an initial attempt to explore the three dimensions of pervasive game play in the context of people's everyday life. Using an advanced prototype of SupaFly, a pervasive game developed by the former company It's Alive (now part of Daydream), we've evaluated how people perceive and play the game in normal, everyday settings. Our evaluation focused on how the players judged the designers' attempts to incorporate the three dimensions in the game.
| selected citations These citations are derived from selected sources. This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | 30 | |
| popularity This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network. | Average | |
| influence This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically). | Top 10% | |
| impulse This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network. | Top 10% |
