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In this paper, we've made an initial attempt to explore the three dimensions of pervasive game play in the context of people's everyday life. Using an advanced prototype of SupaFly, a pervasive game developed by the former company It's Alive (now part of Daydream), we've evaluated how people perceive and play the game in normal, everyday settings. Our evaluation focused on how the players judged the designers' attempts to incorporate the three dimensions in the game.
Date of Publication: Jan.-March 2006