Spatiotemporal Modeling of a Pervasive Game
Kim J.L. Nevelsteen

TL;DR
This paper introduces a novel spatiotemporal modeling approach for pervasive games by adapting GIS frameworks, enabling better integration of virtual and physical spaces and times, demonstrated through a case study of Codename: Heroes.
Contribution
It applies Peuquet's Triad Framework from GIS to pervasive games, creating an integrated model of virtual and physical spatiotemporal data.
Findings
Successful mapping of virtual and physical space and time.
Enhanced understanding of spatiotemporal dynamics in pervasive games.
Validated approach through case study of Codename: Heroes.
Abstract
Given pervasive games that maintain a virtual spatiotemporal model of the physical world, game designers must contend with space and time in the virtual and physical, but an integrated conceptual model is lacking. Because the problem domains of GIS and Pervasive Games overlap, Peuquet's Triad Representational Framework is exapted, from the domain of GIS, and applied to Pervasive Games. Using Dix et al.'s three types of space and Langran's notion of time, virtual time and space are then be mapped to the physical world and vice versa. The approach is evaluated using the pervasive game called Codename: Heroes, as case study.
Peer Reviews
No public reviews on file for this paper yet. If you reviewed it on a platform where reviews are public (OpenReview, ICLR, NeurIPS, ICML), you can paste yours below so the community can read it here.
Videos
No videos yet. Explain this paper in a talk, walkthrough, or lecture? Add one.
Taxonomy
TopicsData Management and Algorithms · Distributed and Parallel Computing Systems · Peer-to-Peer Network Technologies
