55:
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
60:
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.
199:
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.
304:, Oksana Arnold, and Sebastian Spundflasch. "Aliens on the Bus: A family of pervasive games". Consumer Electronics (GCCE), 2013 IEEE 2nd Global Conference on. IEEE, 2013. (Children's Media Dept., Fraunhofer Inst. Digital Media Technol., Erfurt, Germany)
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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.
291:
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.
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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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836:
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140:). All of these genres offer game experiences integrated with everyday routines and social networks. Its applications are to be found in
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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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846:
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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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258:", Craig A. Lindley, Institution Technology, Art and New Media, University of Gotland, Visby, Sweden (2005)
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347:
125:
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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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271:". Cognitive Informatics, 2009. ICCI'09. 8th IEEE International Conference on. IEEE, 2009.
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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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90:
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This Is Not A Game: A Guide to Alternate Reality Gaming (Dave Szulborski)
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482:
Turning life into a game: Foursquare, gamification, and personal mobility
337:". Educational Technology Research and Development 56.2 (2008): 203-228.)
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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 "
598:@Hearts@Minds#Transreality (Harry van Boven; Ed Fennema)
484:". Mobile Media & Communication 1.2 (2013): 248-262.
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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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712:
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548:The Oxford Handbook of Virtuality (Mark Grimshaw)
69:that incorporate machines into our lives like the
322:Urban Games: Inhabiting Real and Virtual Cities
61:Further on it could benefit from new layers of
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267:Xie, Liping, Jianchao Zeng, and Zhihua Cui. "
8:
634:
620:
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245:, The University of Chicago Press, 2005)
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7:
401:Chodos, David, Lucio Gutierrez, and
56:perspective it may also integrate
43:that combines playing a game in a
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333:Klopfer, Eric, and Kurt Squire. "
760:Augmented reality tabletop games
324:". Paper ecaade 2012_298 (2012)
857:Augmented reality applications
735:Live action role-playing games
128:) and cross media games (like
1:
444:10.1016/S0262-4079(11)60049-3
65:, connected intelligence and
369:10.1007/978-3-642-33542-6_16
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837:Human–computer interaction
281:TECHVISION 2014, Accenture
461:10.1007/s11422-012-9426-y
310:10.1109/GCCE.2013.6664866
730:Alternate reality games
428:10.1145/2468356.2468531
231:10.1145/2141512.2141517
138:alternate reality games
126:augmented reality games
31:, sometimes written as
852:Outdoor locating games
842:Simulation video games
176:Roads of San Francisco
35:, describes a type of
750:Location-based games
689:Ubiquitous computing
320:Zarzycki, Andrzej. "
114:location-based games
67:ubiquitous computing
847:Mixed reality games
241:Edward Castronova,
122:mixed reality games
45:virtual environment
18:Transreality gaming
388:Chang, Alenda Y. "
359:Gutierrez, Lucio,
103:motion controllers
75:wearable computing
71:Internet of things
33:trans-reality game
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780:Transreality game
694:Context awareness
554:978-0-19-982616-2
515:" Desform (2012).
411:978-1-4673-1843-3
95:intelligent agent
93:, mind files and
29:transreality game
16:(Redirected from
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720:Ubiquitous games
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672:Storytelling
657:Role-playing
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699:Crossmedia
684:Gamemaster
677:transmedia
392:". (2013).
350:". (2010).
204:References
155:Pokémon Go
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91:cleverbots
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704:Emergence
101:(through
650:Concepts
172:YouCatch
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