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dc.contributor.advisorTrætteberg, Hallvardnb_NO
dc.contributor.authorHosseinpoor, Habibollahnb_NO
dc.contributor.authorSkar, Christiannb_NO
dc.date.accessioned2014-12-19T13:39:38Z
dc.date.available2014-12-19T13:39:38Z
dc.date.created2013-06-09nb_NO
dc.date.issued2012nb_NO
dc.identifier626496nb_NO
dc.identifierntnudaim:7361nb_NO
dc.identifier.urihttp://hdl.handle.net/11250/253167
dc.description.abstractThe purpose of this master thesis was to eliminate the technical barrier for creating pervasive games. In order to achieve this a domain-specific language (DSL) was made along with an engine to interpret the DSL scripts. This was done by using a customized development method, combining the DSL lifecycle and an iterative game development method. The goal was to make pervasive games more established in society and to make them more popular. Initial stage was to analyze pervasive games and making a game specification. This resulted into the four pervasive dimensions, goal, mobility, social, and temporal, with their three levels, low, medium, and high. These dimensions and levels, along with certain game elements, made it possible to create a DSL expressive enough to make pervasive treasure hunt games. The conclusion was that a DSL can be used to create pervasive games, thus making them more available for the audiences. This could eventually make pervasive games more popular.nb_NO
dc.languageengnb_NO
dc.publisherInstitutt for datateknikk og informasjonsvitenskapnb_NO
dc.titleDSL and Engine for Pervasive Treasure Hunt Gamesnb_NO
dc.typeMaster thesisnb_NO
dc.source.pagenumber153nb_NO
dc.contributor.departmentNorges teknisk-naturvitenskapelige universitet, Fakultet for informasjonsteknologi, matematikk og elektroteknikk, Institutt for datateknikk og informasjonsvitenskapnb_NO


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