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Adaptive Narration in Multiplayer Ubiquitous Games

Adaptive Narration in Multiplayer Ubiquitous Games

Stéphane Natkin, Chen Yan
ISBN13: 9781605669601|ISBN10: 1605669601|EISBN13: 9781605669618
DOI: 10.4018/978-1-60566-960-1.ch106
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MLA

Natkin, Stéphane, and Chen Yan. "Adaptive Narration in Multiplayer Ubiquitous Games." Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications, edited by Judith Symonds, IGI Global, 2010, pp. 1738-1761. https://doi.org/10.4018/978-1-60566-960-1.ch106

APA

Natkin, S. & Yan, C. (2010). Adaptive Narration in Multiplayer Ubiquitous Games. In J. Symonds (Ed.), Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications (pp. 1738-1761). IGI Global. https://doi.org/10.4018/978-1-60566-960-1.ch106

Chicago

Natkin, Stéphane, and Chen Yan. "Adaptive Narration in Multiplayer Ubiquitous Games." In Ubiquitous and Pervasive Computing: Concepts, Methodologies, Tools, and Applications, edited by Judith Symonds, 1738-1761. Hershey, PA: IGI Global, 2010. https://doi.org/10.4018/978-1-60566-960-1.ch106

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Abstract

The goal of this research is to develop new gameplays and new narration principles for MUGs (Multiplayer Ubiquitous Games). We aim to formalize a narrative mechanism to generate events which can stimulate the user’s physical actions with the real world, and social communications with other players. We first present a pattern to identify the feedback relationship between the real world and the virtual world. We then analyze the notion of narration in games and the notion of user’s model in information technology. Based on this analysis, a narration adaptive to the user’s profile in considering the real world context is proposed. The last part of the paper is devoted to an experimental game MugNSRC developed through of the preceding principles. A prototype of this game has been developed using off the shell services available on geolocalized mobile phones.

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