Although the origins of ubiquitous computing and pervasive computing differ, they are often used interchangeably and both are the basis for pervasive gaming. That same year Jay Schneider and Gerd Kortuem coined the term "pervasive gaming", admitting that they derived the term from pervasive computing. The first time the word "pervasive" was applied to gaming is around March or April 2001, by Jennica Falk, in an article referring to the environment of the game, rather than the game itself. They delved in the special features and added a component diagram of the pervasive games, it is based on the pervasive narrative of videogames. This allows breaking the boundaries of the game world, making reality part of it and that the elements in that really have an influence during the game". They define that: "A pervasive game delivers to the player an enriched experience of the game through an evolvement of the dynamics of the game, expanding the space of the game according to the context where it is played. al propose a new definition, taking into account the given basis by Montola and their own experience in the games development. įrom the user experience perspective, Arango-López et. In definitive work by Markus Montola, pervasive games are summarily defined as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially", in other words "expand the boundaries of play". These definitions can be generalized as being from two perspectives: "a technological one that focuses on computing technology as a tool to enable the game to come into being" (i.e., the first two meanings on the list above) and "a cultural one that focuses on the game itself and, subsequently, on the way the game world can be related to the everyday world" (i.e., the eight remaining meanings above). A game that blends with everyday experiences.A game where there is mutual interaction among players and elements in the real world.A game where the gameplay interacts with elements of the real world, thus challenging standard gameplay conventions.A game with a persistent presence in the real world, and thus available to the players at all times.A game that is an overlay of the real world or where the world becomes a game board.A game that blurs the boundaries between itself and the real world, which can influence the concept of the magic circle.A specific setting of the game world within the real world.A game that pervades the real world in an undefined manner, and thus blends with it.An existing game that is augmented by computers, resulting in a blend of the real and virtual worlds.A game that depends primarily on pervasive technology and nonstandard input devices.Since then the term has become ambiguous, taking on the following definitions: The first definition of a pervasive game was as "a LARP ( Live action role-playing game) game that is augmented with computing and communication technology in a way that combines the physical and digital space together".