Definition of Pervasive (Gaming)

Posted: September 25th, 2005 | No Comments »

In What is Pervasive Gaming?, Annika Waern, SICS, coordinator of IPerG, talks about ways to define Pervasive Gaming. He covers more the term “pervasive” than “gaming”. He mentions a design-oriented definition:

Pervasive games are new game experiences that are tightly interwoven with our everyday lives through the items, devices and people that surround us and the places that we inhabit.

… a more technology-oriented definition:

Pervasive gaming integrates the technical approaches of computer gaming with emerging interface, wireless and positioning technologies to create game experiences that combine both virtual and physical game elements.

… and a slogan

Physical presence and virtual experience

I have the feeling that in these definitions, the term pervasive is losing its substance. Ubiquitous or pervasive environments are more than the ones claimed by these definitions. The original meaning of these terms are:
Pervasive: having the quality or tendency to pervade (to become diffused throughout every part of)
Ubiquitous: existing or being everywhere at the same time: omnipresent

The father of ubiquitous computing, Mark Weiser, mentions that ubiquitous computing forces the computer to live out here in the world with people. Currently, the art is not as mature as Weiser hoped. This lack of maturity (will it ever be mature?) and underlying imperfections are an interesting for the user-centered study of pervasive applications.