“Pervasive Media is Digital Media delivered into the fabric of real life and based on the situational context at the moment of delivery.” (Pervasive Media Studio, 2015)
Tapper discusses pervasive games as a state of ‘in-between-ness’, “a space in-between real life, play, and discourse.” (Tapper, 2014, 145) This form of gaming creates “a double-identity, two aspects, which are both essential: first the existential in-between-ness, and secondly play as a contract.” (Tapper, 2014, 156)
To someone who is playing the pervasive game everybody who they encounter becomes another potential gamer. Tapper describes the encounter of a game player and someone who is not as ‘in-between-ness’. “This space in-between play and reality is structurally embedded into pervasive games.” (Tapper, 2014, 150)
“The development of internet and communication technologies has increased the possibilities of pervasive games in which players live their everyday lives whilst simultaneously the play continues on the internet and is organized and mediated by mobile phones, computers and e-mail.” (Tapper, 2014, 149) A large amount of the population in the western world owns a type of smart phone which makes everybody more and more accessible. This also open up the scope for pervasive games.
Tapper, J. (2014) Pervasive Games: Representations of Existential In-Between-Ness. Themes in Theatre, 8, 143-161.
Pervasive Media Studio (2015) What is Pervasive Media? [online]Bristol: Pervasive Media Studio. Available from http://www.pmstudio.co.uk/pmstudio/what-pervasive-media [Accessed 29th January 2015]