Dimensions of Interactive Pervasive Game Design: Systematic Review

被引:0
|
作者
Kai, Liu [1 ,2 ]
Tan, Wee Hoe [3 ,4 ]
Saari, Erni Marlina [5 ]
机构
[1] Henan Univ Engn, Sch Art & Design, 1 Xianghe Rd, Zhengzhou 451191, Peoples R China
[2] Sultan Idris Educ Univ, Fac Art Sustainabil & Creat Ind, Tanjong Malim, Malaysia
[3] UCSI Univ, De Inst Creat Arts & Design, Kuala Lumpur, Malaysia
[4] Serious Games Assoc, Singapore, Singapore
[5] Sultan Idris Educ Univ, Fac Comp & Meta Technol, Tanjong Malim, Malaysia
来源
JMIR SERIOUS GAMES | 2023年 / 11卷
关键词
interactive; pervasive game; systematic review; design; mobile phone; MOBILE GAMES; EXPERIENCE;
D O I
10.2196/42878
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: As the gaming industry grows around the world, playing pervasive games is becoming an important mode of entertainment. A pervasive game is one in which the game experience extends into the actual world or where the fictive world of the game merges with the physical world. How pervasive games can adapt to the ever-changing nature of technology and Objective: In this systematic review, we aimed to measure and analyze 4 dimensions of pervasive games through development, technology, experience, and evaluation. Moreover, we also aimed to discover and interpret their relationship with game, interaction, experience, and service design. Methods: We first chose 3 well-known databases, Web of Science, Scopus, and EBSCO, and searched from 2013 to April 2022. A strictly thorough Boolean search for research keywords such as "pervasive game," "design," and "interactive" resulted in 394 relevant articles. These articles were identified, screened, and checked for eligibility to find valid and useful articles, which were then categorized and analyzed using the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) method. Results: The systematic selection was finally left with 40 valid and valuable articles. After categorization and analysis, all articles were classified according to 4 main themes, which were design and development (11/40, 28%), interaction and technology (15/40, 38%), users and experience (9/40, 23%), and evaluation and service (5/40, 13%). These 4 main areas can be subdivided into several smaller areas. Conclusions: In the 4 areas of game design, interaction design, experience design, and service design, many scholars have studied pervasive games and made contributions. Although the development and technology of pervasive games have evolved with the times, there is still a need to strengthen emerging design concepts within pervasive games.
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页数:16
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