Montola, Markus
Stenros, Jaakko
Waern, Annika
Introduction in Montola, M et al ~ Pervasive Games
xix
“it was the recent advances in communication technologies – in particular the adoption of the Internet, mobile communication, and positioning technologies – that opened new design spaces for pervasive play.”
“Researchers and companies around the globe come up with new playful ways of using mobile and positioning technologies. Even mainstream conventions of what it is to play a game are shifting. Playfulness is seeping into the ordinary. Everyday life is becoming interlaced with games.”
xx
“The plethora of similar yet not identical labels illustrates not only that pervasive games are part of the zeitgeist, but the difficulty of grasping this new playing field.” Very good!
“As with all game design, pervasive game design is second-order design: The designer does not design play but the structures, rules, and artifacts that help bring it about.” Very important for entarchs!
“Activities that blur the border between ordinary life and game are almost automatically packaged with numerous ethical issues.”
xxi
“[There are] major shifts in how the struggle for public space, the blurring of fact and fiction, and the rise of ludus in society are changing the way we perceive the world.” Societal change!
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