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1st anonymous edit on April 1st, 2005 on Psychedelic trance
1st edit on August 3rd, 2005 13:35 on article Dungeons & Dragons
1000th edit on September 4th, 2005 23:15 on article Gary Gygax

Articles edit

Wikipedia:TWA edit

  Mixed Reality[1] TODO: ~\cite{benford1998-boundaries} edit

  Pervasive Games[18][19][16][20][21][22][23] TODO:[24] edit

  Location-based game[30][31] edit

Miscellaneous edit


References edit

  1. ^ a b Bonsignore, Elizabeth M and Hansen, Derek L and Toups, Zachary O and Nacke, Lennart E and Salter, Anastasia and Lutters, Wayne (2012), Mixed reality games, Proceedings of the ACM 2012 conference on CSCW Companion, ACM{{citation}}: CS1 maint: multiple names: authors list (link)
  2. ^ a b Bartle, Richard (2003). Designing Virtual Worlds. New Riders. ISBN 0-13-101816-7. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)
  3. ^ a b Daniel James, Gordon Walton, Brian Robbins, Elonka Dunin Greg Mills John Welch, Jeferson Valadares, Jon Estanislao, Steven DeBenedictis (2004). "2004 Persistent Worlds Whitepaper" (PDF). IGDA. Archived from the original (PDF) on 2008-02-28. Retrieved 2013-11-12. {{cite web}}: line feed character in |last= at position 15 (help)CS1 maint: multiple names: authors list (link)
  4. ^ Bartle, Richard (2010). "From MUDs to MMORPGs: the history of virtual worlds". Springere: 23–39. doi:10.1007/978-1-4020-9789-8_2. {{cite journal}}: |access-date= requires |url= (help); Cite journal requires |journal= (help)
  5. ^ Singhal, Sandeep; Zyda, Michael (1999). Networked Virtual Environments: Design and Implementation. ACM Press/Addison-Wesley Publishing Co. {{cite book}}: |access-date= requires |url= (help)
  6. ^ Girvan, Carina (2013), What is a Virtual World? Definition and Classification (TCD-CS-2013-10) (PDF), Dublin, Ireland: School of Computer Science and Statistics (SCSS) at Trinity College Dublin
  7. ^ a b Bell, Mark W. (2008). "Toward a Definition of "Virtual Worlds"". Journal of Virtual Worlds Research. 1 (1). Retrieved 2012-07-29.
  8. ^ Richard A, Bartle (2015). MMOs from the Inside Out. Apress.
  9. ^ Nevelsteen, Kim (2018). "Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse". Computer Animation & Virtual Worlds. John Wiley & Sons, Ltd. doi:10.1002/cav.1752.
  10. ^ Dionisio, John David n.; Burns III, William G.; Gilbert, Richard (2013). "3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities". ACM Computing Surveys. 45 (3). ACM: 34:1 - 34:38. doi:10.1145/2480741.2480751.
  11. ^ Frey, Davide; Royan, Jérôme; Piegay, Romain; Kermarrec, Anne-Marie; Anceaume, Emmanuelle; Le Fessant, Fabrice (2008). "Solipsis: A decentralized architecture for virtual environments". 1st International Workshop on Massively Multiuser Virtual Environments. pp. 29–33. {{cite conference}}: Unknown parameter |booktitle= ignored (|book-title= suggested) (help)CS1 maint: multiple names: authors list (link)
  12. ^ Nevelsteen, Kim JL (2016), "Physical, Virtual, and Game World Persistence", Encyclopedia of Computer Graphics and Games, Springer International Publishing, doi:10.1007/978-3-319-08234-9_72-1
  13. ^ a b c d e Greenhalgh, Chris. "Chris Greenhalgh's Home Page". Retrieved 2013-10-17. collaborations with performance artists Blast Theory (Rider Spoke, Day of the Figurines) and Active Ingredient (Love City, Exploding Places)
  14. ^ a b c Steve Benford, Will Seager, Martin Flintham, Rob Anastasi, Duncan Rowland, Jan Humble, Danaë Stanton, John Bowers, Nick Tandavanitj, Matt Adams, Ju Row Farr, Amanda Oldroyd, Jon Sutton (2004), "The error of our ways: the experience of self-reported position in a location-based game" (PDF), UbiComp 2004: Ubiquitous Computing, Springer: 70–87 {{citation}}: line feed character in |last= at position 16 (help)CS1 maint: multiple names: authors list (link)
  15. ^ a b c d e f g Oppermann, Leif (2009), Facilitating the development of location-based experiences, University of Nottingham, uk.bl.ethos.508291 {{citation}}: Unknown parameter |month= ignored (help)
  16. ^ a b c d Montola, Markus; Stenros, Jaakko; Waern, Annika (2009). Pervasive Games. Theory and Design. Experiences on the Boundary Between Life and Play. Morgan Kaufmann Publishers. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)
  17. ^ a b Martin Flintham, Rob Anastasi, Steve Benford, Adam Drozd, James Mathrick, Duncan Rowland, Nick Tandavanitj, Matt Adams, Ju Row-Farr, Amanda Oldroyd, Jon Sutton (2003). "Uncle Roy all around you: mixing games and theatre on the city streets". Level Up Conference Proceedings. University of Utrecht. {{cite journal}}: line feed character in |last= at position 17 (help)CS1 maint: multiple names: authors list (link)
  18. ^ Benford, Steve; Magerkurth, Carsten; Ljungstrand, Peter (2005), Bridging the physical and digital in pervasive gaming (PDF), Communications of the ACM, ACM, pp. 54–57
  19. ^ Nieuwdorp, E. (2007). "The pervasive discourse". Computers in Entertainment. 5 (2): 13. doi:10.1145/1279540.1279553.
  20. ^ a b "It's Alive Mobile Games AB". Archived from the original on 2005-02-11. Retrieved 2013-10-18. Pervasive gaming. We make games that blend with your reality. see BotFighters
  21. ^ Schneider, Jay; Kortuem, Gerd (2001). "How to Host a Pervasive Game: Supporting Face-to-Face Interactions in Live-Action Roleplaying". Designing Ubiquitous Computing Games Workshop at UbiComp (position paper). Atlanta, Georgia, USA. pp. 1–6.
  22. ^ Nevelsteen, Kim JL (2015). A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games. SpringerBriefs in Computer Science. Springer International Publishing. doi:10.1007/978-3-319-17632-1.
  23. ^ Davidsson, Ola; Peitz, Johan; Björk, Staffan (2004), Game design patterns for mobile games, Finland: Nokia Research Center
  24. ^ Magerkurth, C.; Cheok, A. D.; Mandryk, R. L.; Nilsen, T. (2005). "Pervasive games". Computers in Entertainment. 3 (3): 4. doi:10.1145/1077246.1077257.
  25. ^ Thompson, Mark K and Weal, Mark J and Michaelides, Danius T and Cruickshank, Don G and De Roure, David C (2003). "MUD Slinging: Virtual Orchestration of Physical Interactions". University of Southampton ECSTRIAM03-007.{{cite journal}}: CS1 maint: multiple names: authors list (link),
  26. ^ Walz, Steffen P. (2010). Toward a Ludic Architecture. ETC Press. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)
  27. ^ Benford, Steve and Giannachi, Gabriella and Koleva, Boriana and Rodden, Tom (2009). "From interaction to trajectories: designing coherent journeys through user experiences" (PDF). Proceedings of the SIGCHI Conference on Human Factors in Computing Systems. ACM: 709–718.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  28. ^ Jonsson, Staffan and Waern, Annika and Montola, Markus and Stenros, Jaakko (2007). "Game mastering a pervasive larp. Experiences from momentum". Proceedings of the SIGCHI Conference on Human Factors in Computing Systems.{{cite journal}}: CS1 maint: multiple names: authors list (link)
  29. ^ Broll, W.; Ohlenburg, J.; Lindt, I.; Herbst, I.; Braun, A. K. (2006). "Meeting technology challenges of pervasive augmented reality games". Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games - NetGames '06. p. 28. doi:10.1145/1230040.1230097. ISBN 1595935894.
  30. ^ a b von Borries, Friedrich; Walz, Steffen P.; Böttger, Matthias, eds. (2007). "BotFighters: A Game That Surrounds You". Space Time Play. Basel, Boston, Berlin: Birkhäuser Verlag AG. pp. 226–227. ISBN 978-3-7643-8414-2. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)
  31. ^ de Souza e Silva, Adriana; Sutko, Daniel M. (2009). Digital Cityscapes: merging digital and urban playspaces. New York: Peter Lang Publishing, Inc. {{cite book}}: Cite has empty unknown parameter: |coauthors= (help)
  32. ^ Gygax, Gary (2005). Long Biography of E(rnest) Gary Gygax (revision 6-05)