Objective Pervasive games are a radically new game form that extends gaming experiences out into the physical world be it on city streets or in remote wilderness. Players equipped with handheld and wearable interfaces move through the world. Sensors capture information about their current context, including their location, and this is used to deliver a gaming experience that changes according to where they are, what they are doing and even how they are feeling.The player is unchained from their console and provided with a gaming experience interwoven with their experience of the world, a gaming experience that is potentially available at any place and any time. To achieve a high quality interactive experience for these games, new technologies to support the creation of new compelling forms of content must be explored. Pervasive games are an exciting commercial prospect.They build directly on current wireless (but usually disconnected and location independent) games for mobile phones - a market that is predicted to reach billions of dollars in the next few years and representing a potentially significant income stream for 3G mobile telephony. Pervasive games provide a focus point where many media experiences can be integrated, including TV, film, public events and museums. Pervasive games have high educational and cultural potential, being able to reveal aspects of the culture and history of a given environment to visitors and residents alike. This Integrated Project will research the topic of pervasive games, bringing together the leading European and world-scale expertise on this quickly developing field.The central aims are:- to accelerate the transition of knowledge and experience crucial for developing pervasive games;- to foster the research and innovation that is crucial for these new forms of leisure and mobile services; and thereby to ensure continuing European leadership in the development of this key form of future mobile media content. Fields of science humanitieshistory and archaeologyhistoryengineering and technologyelectrical engineering, electronic engineering, information engineeringelectronic engineeringsensorsengineering and technologyelectrical engineering, electronic engineering, information engineeringinformation engineeringtelecommunicationsmobile phones Programme(s) FP6-IST - Information Society Technologies: thematic priority under the specific programme "Integrating and strengthening the European research area" (2002-2006). Topic(s) IST-2002-2.3.2.7 - Cross-media content for leisure and entertainment Call for proposal Data not available Funding Scheme IP - Integrated Project Coordinator SICS, SWEDISH INSTITUTE OF COMPUTER SCIENCE AB EU contribution No data Address ISAFJORDSGATAN 22 164 29 KISTA Sweden See on map Total cost No data Participants (8) Sort alphabetically Sort by EU Contribution Expand all Collapse all BLAST THEORY United Kingdom EU contribution No data Address UNIT 5, 20 WELLINGTON ROAD, PORTSLADE BN41 1DN BRIGHTON See on map Total cost No data FRAUNHOFER GESELLSCHAFT ZUR FOERDERUNG DER ANGEWANDTEN FORSCHUNG E.V. Germany EU contribution No data Address HANSASTRASSE 27C 80686 MUENCHEN See on map Total cost No data HOEGSKOLAN PA GOTLAND Sweden EU contribution No data Address CRAMERG 3 62157 VISBY See on map Total cost No data NOKIA OYJ Finland EU contribution No data Address KEILALAHDENTIE 4 02150 ESPOO See on map Total cost No data SONY EUROPE GMBH Germany EU contribution No data Address KEMPERPLATZ 1 10785 BERLIN See on map Total cost No data TAMPEREEN YLIOPISTO Finland EU contribution No data Address KALEVANTIE 4 33014 TAMPERE See on map Total cost No data THE INTERACTIVE INSTITUTE II AKTIEBOLAG Sweden EU contribution No data Address KARLAVAEGEN 108 16426 STOCKHOLM See on map Total cost No data THE UNIVERSITY OF NOTTINGHAM United Kingdom EU contribution No data Address UNIVERSITY PARK NG7 2RD NOTTINGHAM See on map Total cost No data