Realizing Large-Scale Street Games Using Heterogeneous Future Internet Technologies

O. Akribopoulos, Marios Logaras, Georgios Mylonas, I. Chatzigiannakis, I. Mavrommati
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引用次数: 1

Abstract

A collection of pervasive street games is presented in this paper, that constitute a new social form of play taking place in public spaces, such as city parks, public spaces and streets. The main characteristic of these games is the ability to scale to a large number of players (in some cases involving more than 40 players) and can engage players located simultaneously in dispersed areas. Players interact with each other using a wide range of hardware devices that are either generic (such as smart phones) or specific (such as wireless sensor devices). We discuss a set of fundamental issues related to game design emphasizing on the one hand the interaction of the players with the ubiquitous computing environment and on the other hand the embedding of the game rules within the environment. The games are developed using open source technologies and evaluated in a series of events such as the Athens Plaython 2012 festival. The feedback received from the players indicates that this new form of gaming is indeed very promising.
利用异构未来互联网技术实现大型街头游戏
本文介绍了一系列普遍存在的街头游戏,它们构成了一种发生在公共空间(如城市公园、公共空间和街道)的新型社交游戏形式。这些游戏的主要特点是能够容纳大量玩家(游戏邦注:在某些情况下涉及超过40名玩家),并且能够同时吸引分布在不同区域的玩家。玩家可以使用各种硬件设备进行互动,这些设备可能是通用的(如智能手机),也可能是特殊的(如无线传感器设备)。我们讨论了一系列与游戏设计相关的基本问题,一方面强调玩家与无处不在的计算环境的互动,另一方面强调游戏规则在环境中的嵌入。这些游戏是使用开源技术开发的,并在一系列活动中进行评估,如2012年雅典马拉松节。从玩家那里得到的反馈表明,这种新形式的游戏确实非常有前途。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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