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IPerG - Integrated Project on Pervasive Gaming
The aim of IPerG has been the creation of entirely new game experiences, which are tightly interwoven with our everyday lives through the objects, devices and people that surround us and the places we inhabit. The approach has been through the exploration of several showcase games which come under the description of pervasive games - a radically new game form that extends gaming experiences out into the physical world.
To achieve a high quality of interactive experience for these games, new technologies and methods were explored for the creation of novel and compelling forms of content.
Impact
The objective of IPerG was to develop infrastructure, tools and methods for pervasive games. The aim is to:
- Enable rapid and cost-effective creation and staging of pervasive games thus impacting the gaming market
- Create good designs thus impacting quality of pervasive games
- Understand the intended audience for a better user experience
- Get a better understanding of the societal impact of games
Main innovation
The main innovations emerging from the project are:
- A Business model knowledge: Analysis of business models and value chains
- Design and evaluation Knowledge: Methods and models for good games
- Middleware for running games
- New tools for constructing, staging and analysing games
Results
The IPerG project has developed a number of software components to support the development and staging of pervasive games. At the end of the project, these components have been packaged into a form of software development kits for pervasive games, called solution packages. These packages are mainly targeted at software developers, and also contain documentation describing how the components can be used in unison to produce a pervasive game, along with code sample and tutorial guides.
All solution packages can be freely downloaded from the IperG website:
- iperg software
- iperg games
- design space and the design reports
- business space and the business cases, as well as the business reports
More details
- ICT Results feature: Pervasive games promise to spice up daily life (11 September 2008)
The work of the IPerG project is the focus of this ICT Results article about how games that merge the virtual with the real could be the next entertainment revolution. 'Within three to four years, at least one multiplayer pervasive game emerging with a couple of hundred thousand participants in what would undoubtedly mark a coming of age for the pervasive gaming industry', forsees Jussi Holopainen IPerG's project manager at Nokia. - Annual Report 2007 (PDF 227KB)
- Annual Report 2006 (PDF 125KB)
- Annual Report 2005 (PDF, 211KB)
- Presentation (PDF, 208KB)
- IPerG Website documents the main findings of the project and its public documentation publications, deliverables and dissemination materials.
- IPerG has been featured numerous times in the public press, (Please link from "public press" to URL: http://iperg.sics.se/press0.php) radio and television in several European countries. Examples include The Guardian (UK), Dagens Industri (Sweden), and Nyhetsmorgon (Swedish television). Find also the list of publications.
Administrative Details
- IPerG is an Integrated Project (no. FP6 - 004457) supported by the European Union's IST FP6 programme. It started on 1st September 2004 and came to an end on 29 February 2008.
List of Participants
- Swedish Institute of Computer Science (SICS), Sweden
- It's Alive!, Sweden
- Interactive Institute, Sweden
- University of Tampere, Finland
- Nokia, Finland
- University of Nottingham, U.K.
- Fraunhofer Institute (FIT), Germany
- Sony NetServices (SNS), Germany
- Gotland University, Sweden
- Blast Theory, U.K.
Contact Persons
- Project Coordinator: Annika Waern
- SICSI
- Email: Annika Waern
- Scientific Coordinator: Prof. Steve Benford
- U. Notts
- Email: Prof. Steve Benford
Events in connection with IPerG
- IperG participated with a stand at the IST 2006 Exhibition in Helsinki, 21-23 November 2006: Bringing gaming into reality by integrating elements of the physical environment into the game and more details.
- During the project duration a number of tutorials and Open House Events have also been organised. The presentations are available in the list of public deliverables.