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Transreality game

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The essential part of transreality gaming is considered to be the fluidity between physical and virtual stages of gameplay, making it more and more difficult to see the distinction between what is allegedly 'virtual' and what is allegedly 'real' while playing. Looking at a transreality game from that
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feeds into the storylines of games as a means to make the gameplay more immersive, like in the setup of Liping Xie's experimental scientific simulations in which a population of sample individuals search a real-world optimum in a virtual problem space, driven by real world forces in that space.
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game formats may also be considered to merely provide a facilitating infrastructure for transreality gaming in a broader sense, positioned as a new way of looking at the design of game spaces, meant to be played across different realities rather than across different media.
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with game-related, physical experiences in the real world and vice versa. In this approach a player evolves and moves seamlessly through various physical and virtual stages, brought together in one unified game space. Alongside the rising trend of
52:, the application of game mechanics to tasks that are not traditionally associated with play, a transreality approach to gaming incorporates mechanics that extend over time and space, effectively playing through a players day-to-day interactions. 421:
Korn, Oliver, Albrecht Schmidt, and Thomas Hörz. "The potentials of in-situ-projection for augmented workplaces in production: a study with impaired persons." CHI'13 Extended Abstracts on Human Factors in Computing Systems. ACM, 2013.
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Kasapakis, Vlasios, Damianos Gavalas, and Nikos Bubaris. "Pervasive games research: a design aspects-based state of the art report." Proceedings of the 17th Panhellenic Conference on Informatics. ACM, 2013. University of the
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Farhangi, Sanaz. "Reality is broken to be rebuilt: how a gamer's mindset can show science educators new ways of contribution to science and world?." Cultural Studies of Science Education 7.4 (2012): 1037-1044.
334: 280: 144:(education, awareness, skill training), gamification (like in production centers, marketing, research and testing) as well as in mobile multiplayer trans-reality games, MMTRG (including gamification of 363:, and Ioanis Nikolaidis. "faARS: a platform for location-aware trans-reality games." Entertainment Computing-ICEC 2012. Springer Berlin Heidelberg, 2012. 185-192. (University of Alberta) 405:. "Creating healthcare training simulations in virtual worlds." Software Engineering in Health Care (SEHC), 2012 4th International Workshop on. IEEE, 2012. University of Alberta 493:
Game Space Design Foundations for Trans-Reality Games, Craig A. Lindley, Institution Technology, Art and New Media, University of Gotland, Visby, Sweden (2005)
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Bonsignore, Elizabeth M., et al. "Mixed reality games." Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work Companion. ACM, 2012.
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Narrative Structure in TransReality RolePlaying Games: Integrating Story Construction from Live Action, Table Top and ComputerBased RolePlaying Games
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Trans-Reality Gaming, Craig A. Lindley, Institution Technology, Art and New Media, University of Gotland, Visby, Sweden (2004).
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Montola, M. (2011). A ludological view on the pervasive mixed-reality game research paradigm, Personal Ubiquitous Computing
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Campbell, MacGregor. "The audacious plan to make the world into a game." New Scientist 209.2794 (2011): 36-39.
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Environmental Detectives—the development of an augmented reality platform for environmental simulations
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that are able to immediately re-create the actual world on and around a player on his or her device),
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Kleinschmit, Matt, Andrew Reid, and Richard Rizzo. "VIRTUAL FUTURE: REAL LIFE OR FANTASY." (2012).
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Dunleavy, Matt. "Design Principles for Augmented Reality Learning." TechTrends 58.1 (2014): 28-34
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Reality Is Broken: Why Games Make Us Better and How They Can Change the World (Jane McGonigal)
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systems (to enhance the natural feel and learning skills of game characters) and games using
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Different authors have used the adjective 'transreal' as a starting point for the design of
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Pervasive Games: Theory and Design (Markus Montola, Jaakko Stenros, Annika Waern)
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Digital-physical hybrid design: Harmonizing the real world and the virtual world
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The Transreal: Political Aesthetics of Crossing Realities (Cárdenas et al.)
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Undercurrents–A Computer-Based Gameplay Tool to Support Tabletop Roleplaying
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This Is Not A Game: A Guide to Alternate Reality Gaming (Dave Szulborski)
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Turning life into a game: Foursquare, gamification, and personal mobility
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and nanopayments (for handling transmedial game credits), deployment of
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Interactive Storytelling: Techniques for 21st Century (Andrew Glassne)
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Beyond Reality: A Guide to Alternate Reality Gaming (John W. Gosney)
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Using artificial physics to solve global optimization problems
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The Emergence of the Digital Humanities (Steven E. Jones)
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Synthetic Worlds: The Business and Culture of Online Games
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Sakamoto, Mizuki; Nakajima, Tatsuo; Alexandrova Todorka "
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Playing Nature: The Virtual Ecology of Game Environments
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From a broader perspective it is argued that different
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Bergström, Karl, Staffan Jonsson, and Staffan Björk. "
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Index

Transreality gaming
video game
gameplay
virtual environment
gamification
(big) data
reality mining
ubiquitous computing
Internet of things
wearable computing
sensors
cryptocurrencies
micropayments
cleverbots
intelligent agent
kinetics
motion controllers
haptics
location-based games
pervasive games
mixed reality games
augmented reality games
simulation games
LARP
alternate reality games
serious games
Foursquare
Ingress
Pokémon Go
Shadow Cities

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