{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,7]],"date-time":"2026-04-07T16:31:39Z","timestamp":1775579499767,"version":"3.50.1"},"reference-count":78,"publisher":"Emerald","issue":"3","license":[{"start":{"date-parts":[[2024,8,5]],"date-time":"2024-08-05T00:00:00Z","timestamp":1722816000000},"content-version":"tdm","delay-in-days":0,"URL":"https:\/\/www.emerald.com\/insight\/site-policies"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["IJPCC"],"published-print":{"date-parts":[[2024,9,30]]},"abstract":"<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n<jats:p>In ubiquitous games, sensor data and the player\u2019s dynamic profile personalize the experience, adapting scenarios and difficulty to the player\u2019s context. However, manually creating custom virtual environments becomes impractical due to the scalability required in the real world, where gameplay depends on the player\u2019s environment and various points of interest. Procedural content generation (PCG) naturally emerges as an automated solution. This study aims to review the state of the art among pervasive games that use procedural generation techniques.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n<jats:p>The authors performed a systematic review of the literature on PCG techniques in ubiquitous games. The research methodology included initial database searches, forward snowballing and backward snowballing.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n<jats:p>The authors selected 40 articles published from 2008 to 2022 after analyzing 1,017 PCG articles. Many of these paper use dynamic difficulty generation methods that affect game customization, balance and playability. The majority of titles are in the area of education and require rigorous evaluation. Some articles mention the use of PCG but provide limited details of algorithms or processes.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Research limitations\/implications<\/jats:title>\n<jats:p>The low presence of recent articles stands out, which can lead to two conclusions: poor use of indexing of articles in the area or low amount of research over these years. One of the search bases did not enter due to the number of keywords used.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Practical implications<\/jats:title>\n<jats:p>The paper is a guide for researchers in the area of pervasive games who are interested in using PCG techniques in their games.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n<jats:p>This approach revealed articles combining PCG and ubiquitous games, with no previous systematic reviews at this intersection.<\/jats:p>\n<\/jats:sec>","DOI":"10.1108\/ijpcc-11-2023-0314","type":"journal-article","created":{"date-parts":[[2024,8,1]],"date-time":"2024-08-01T06:43:46Z","timestamp":1722494626000},"page":"345-364","source":"Crossref","is-referenced-by-count":4,"title":["Procedural content generation in pervasive games: state of affairs, mistakes, and successes"],"prefix":"10.1108","volume":"20","author":[{"given":"Bruno Correia da","family":"Silva","sequence":"first","affiliation":[]},{"given":"Jos\u00e9 Gilvan","family":"Rodrigues Maia","sequence":"additional","affiliation":[]},{"given":"Windson","family":"Viana de Carvalho","sequence":"additional","affiliation":[]}],"member":"140","published-online":{"date-parts":[[2024,8,5]]},"reference":[{"issue":"2","key":"key2024092704245926300_ref001","article-title":"A therapy-driven gamification framework for hand rehabilitation","volume":"27","year":"2017","journal-title":"User Modeling and User-Adapted Interaction"},{"key":"key2024092704245926300_ref002","first-page":"21","article-title":"Bus runner: using contextual cues for procedural generation of game content on public transport","year":"2017"},{"issue":"2","key":"key2024092704245926300_ref003","doi-asserted-by":"crossref","first-page":"1930001","DOI":"10.1142\/S0218213019300011","article-title":"A short introduction to procedural content generation algorithms for videogames","volume":"28","year":"2019","journal-title":"International Journal on Artificial Intelligence Tools"},{"key":"key2024092704245926300_ref004","first-page":"1482","article-title":"Balanced civilization map generation based on open data","volume-title":"\u20182015 IEEE Congress on Evolutionary Computation (CEC)","year":"2015"},{"issue":"2","key":"key2024092704245926300_ref005","doi-asserted-by":"crossref","first-page":"3","DOI":"10.17083\/ijsg.v6i2.290","article-title":"Farmyo: a serious game for hand and wrist rehabilitation using a low-cost electromyography device","volume":"6","year":"2019","journal-title":"International Journal of Serious Games"},{"issue":"22","key":"key2024092704245926300_ref006","doi-asserted-by":"crossref","first-page":"32261","DOI":"10.1007\/s11042-019-07983-6","article-title":"Developing pervasive games in interactive spaces: the juguemos toolkit","volume":"78","year":"2019","journal-title":"Multimedia Tools and Applications"},{"issue":"12","key":"key2024092704245926300_ref007","doi-asserted-by":"crossref","first-page":"1085","DOI":"10.1007\/s00371-009-0387-4","article-title":"Optimising engagement for stroke rehabilitation using serious games","volume":"25","year":"2009","journal-title":"The Visual Computer"},{"issue":"1","key":"key2024092704245926300_ref008","doi-asserted-by":"crossref","first-page":"48","DOI":"10.1186\/1743-0003-7-48","article-title":"Neurorehabilitation using the virtual reality based rehabilitation gaming system: Methodology, design, psychometrics, usability and validation","volume":"7","year":"2010","journal-title":"Journal of Neuroengineering and Rehabilitation"},{"key":"key2024092704245926300_ref009","first-page":"139","article-title":"Pacmap: transferring pacman to the physical realm","volume-title":"Internet of Things. 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