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Title:

The Aesthetics of Pervasive Gaming

Your vote:
Yes No
Organizer:
Dan Dixon, University of the West of England
Description:
Pervasive, Mixed-Reality and Ubiquitous Gaming are new forms of interaction that are emerging from the intersection between cutting-edge technology and urban play. In this talk I present a structure for understanding the player experience of these games, showing how play, gaming, performance and spectacle fit together.
Questions
Answered:
  1. What are Pervasive Games?
  2. What is the range and diversity of games being developed?
  3. Why is technology vital for the appearance of this phenomena?
  4. And why is technology not actually that important for the design of Pervasive Games?
  5. Are Pervasive Games really games? Are they art? Or another type of experience?
  6. What is the difference between playing and gaming?
  7. Why is a collaborative spectacle important?
  8. Why is performance and performativity important?
  9. How do you go about forming a critique of Pervasive and Ubiquitous Games?
Level:
Beginner
Category:
ARGs, Design Thinking, Other / Out There, User Experience, Video Games
Type:
Solo
Event:
Interactive 2010
on 20/8/09
Thanks for the votes guys. A bit of background.

This topic is the kicked off by the underlying research I've been doing for a practice based PhD at the University of the West of England. The talk involves the critical results of playing, reading, and discussing with other academics/artists/practitioners.

I'm also located here in the lovely, sunny, Pervasive Media Studio (no HTML allowed but google it). We have some more talks in for SXSW if you check out our website.
on 13/11/09
I'd be super into learning from Kris. Dig it!
Developed for SXSW by Lindsey Simon