{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,3,12]],"date-time":"2026-03-12T15:29:38Z","timestamp":1773329378925,"version":"3.50.1"},"reference-count":36,"publisher":"Emerald","issue":"4","license":[{"start":{"date-parts":[[2017,11,6]],"date-time":"2017-11-06T00:00:00Z","timestamp":1509926400000},"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":[[2017,11,6]]},"abstract":"<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Purpose<\/jats:title>\n<jats:p>Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Design\/methodology\/approach<\/jats:title>\n<jats:p>This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Findings<\/jats:title>\n<jats:p>The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario.<\/jats:p>\n<\/jats:sec>\n<jats:sec>\n<jats:title content-type=\"abstract-subheading\">Originality\/value<\/jats:title>\n<jats:p>Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.<\/jats:p>\n<\/jats:sec>","DOI":"10.1108\/ijpcc-d-17-00007","type":"journal-article","created":{"date-parts":[[2017,12,7]],"date-time":"2017-12-07T04:10:09Z","timestamp":1512619809000},"page":"386-407","source":"Crossref","is-referenced-by-count":5,"title":["Revisiting design guidelines for pervasive games"],"prefix":"10.1108","volume":"13","author":[{"given":"Vlasios","family":"Kasapakis","sequence":"first","affiliation":[]},{"given":"Damianos","family":"Gavalas","sequence":"additional","affiliation":[]}],"member":"140","reference":[{"issue":"1","key":"key2020120418442233800_ref001","doi-asserted-by":"crossref","first-page":"100","DOI":"10.1145\/1143518.1143522","article-title":"Can you see me now?","volume":"13","year":"2006","journal-title":"ACM Transactions on Computer-Human Interaction"},{"issue":"3","key":"key2020120418442233800_ref002","doi-asserted-by":"crossref","first-page":"54","DOI":"10.1145\/1047671.1047704","article-title":"Bridging the physical and digital in pervasive gaming","volume":"48","year":"2005","journal-title":"Communications of the ACM"},{"key":"key2020120418442233800_ref003","volume-title":"Patterns in Game Design","year":"2005"},{"key":"key2020120418442233800_ref004","first-page":"9","article-title":"The gopher game: a social, mobile, locative game with user generated content and peer review","year":"2007"},{"key":"key2020120418442233800_ref005","first-page":"910","article-title":"Urbanopoly - 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