Bridging the gap between game designers and cultural institutions
A typology to analyse and classify Cultural Pervasive Games
Keywords:
pervasive games, cultural heritage, alternate reality games, typology of pervasive games, design of pervasive gamesAbstract
In the last fifteen years, pervasive games, i.e. games that blend a gameworld and reality were created most notably to promote movies, series or videogames. Chosen for their combination of assets, they prompted a deeper engagement in players especially in the institutional cultural sector. We aim to create conceptual and methodological tools to bridge the gap between designers and cultural institutions and help them reach mutual understanding. In this paper, we will describe our adaptation of an open-ended typology of games to the specific case of CPGs.
Published
2016-04-01
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Copyright (c) 2016 Diane Dufort, Federico Tajariol, Ioan Roxin

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.