{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,16]],"date-time":"2026-04-16T03:20:27Z","timestamp":1776309627150,"version":"3.50.1"},"reference-count":33,"publisher":"Association for Computing Machinery (ACM)","issue":"2","license":[{"start":{"date-parts":[[2008,7,1]],"date-time":"2008-07-01T00:00:00Z","timestamp":1214870400000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/www.acm.org\/publications\/policies\/copyright_policy#Background"}],"content-domain":{"domain":["dl.acm.org"],"crossmark-restriction":true},"short-container-title":["Comput. Entertain."],"published-print":{"date-parts":[[2008,7]]},"abstract":"<jats:p>In this article we discuss various prototyping methods in early pervasive game development. The focus is on pervasive games that are played with mobile phones. Choosing the right prototyping method is crucial in achieving results that can be used for validating or developing further design ideas. In this article we give guidelines that help the selection process and give ideas on methods that can be used in different situations.<\/jats:p>\n          <jats:p>We have play-tested pervasive game prototypes using agile software prototype development methods, forum prototypes, and guided paper prototyping methods. We give examples of five pervasive games where these kinds of prototyping methods are used. In concluding, we compare the results and discuss their benefits and disadvantages in the game development process, that is, when the methods should be used and what should be considered when using them.<\/jats:p>","DOI":"10.1145\/1371216.1371220","type":"journal-article","created":{"date-parts":[[2008,8,5]],"date-time":"2008-08-05T13:35:10Z","timestamp":1217943310000},"page":"1-17","update-policy":"https:\/\/doi.org\/10.1145\/crossmark-policy","source":"Crossref","is-referenced-by-count":13,"title":["Using prototypes in early pervasive game development"],"prefix":"10.1145","volume":"6","author":[{"given":"Elina M. 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User evaluation of a pervasive game concept . In Proceedings of the DIME-arts 2006 Conference (Bangkok). Koivisto, E. M. I. and Eladhari, M. 2006. User evaluation of a pervasive game concept. In Proceedings of the DIME-arts 2006 Conference (Bangkok)."},{"key":"e_1_2_1_16_1","volume-title":"Proceedings of Game Design and Technologies Workshop (Liverpool).","author":"Koivisto E. M. I.","unstructured":"Koivisto , E. M. I. and Palm , T . 2005. Iterative design of mobile games . In Proceedings of Game Design and Technologies Workshop (Liverpool). Koivisto, E. M. I. and Palm, T. 2005. Iterative design of mobile games. In Proceedings of Game Design and Technologies Workshop (Liverpool)."},{"key":"e_1_2_1_17_1","doi-asserted-by":"publisher","DOI":"10.1145\/1274940.1274969"},{"key":"e_1_2_1_18_1","volume-title":"Proceedings of the Digital Games Research Conference","author":"Koivisto E. M. I.","unstructured":"Koivisto , E. M. I. and Wenninger , C . 2005. 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