Abstract
In this article I describe and discuss the ontology of pervasive gaming, paying special attention to gameplay, rules and space. Taking rules as my starting point I initially discuss the term gameplay and divide it into two levels. One has to do with the more or less successful blend of rules and tactics, while the other hinges on the balance between free, exploration-based play and fixed, level-oriented gaming. Then I define the act of playing and being in play-mode as opposed to the act of gaming and being in game-mode in order to reflect on how these two simultaneous activities—in game-play—profoundly influence the possibility space of current and future pervasive games. The second part of the article comments on the interplay of tangible and computational spatiality in pervasive gaming, and it all concludes in a number of concrete ‘design heuristics’ aimed at pervasive gamers and entrepreneurs.
Notes
The comment can be found on http://we-make-money-not-art.com/archives/2006/03/day-one-of-game.php [Accessed 10 August 2011].