EXTENDING THE PERVASIVE GAME ONTOLOGY THROUGH A CASE STUDY
AbstractPervasive gaming is a gaming genre where games are not confined in the virtual world, but extend into the real world and players’ everyday life. Per-vasive games have proven to be effective within social rela-tionship building, advertising and education. When designing Pervasive Games, one would have benefit-ed greatly by being able to model main aspects of the game before it is realized, however, within the do-main of Pervasive Gaming, a well-defined and suitable conceptual modelling language does not exist. One approach to over-come this problem is PerGO, a proposed ontology to structure and produce do-main specific outputs within the domain of pervasive gaming. This paper aims to evaluate and extend the ontology within the field of pervasive gaming by mapping an existing pervasive game to the categories defined in PerGO. As a result we suggest two new perspectives to be included in the ontology.