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==In pervasive games== Gamemastering, sometimes referred to as Orchestration<ref>{{cite journal|last1=Thompson|first1=Mark K.|last2=Weal|first2=Mark J.|last3=Michaelides|first3=Danius T.|last4=Cruickshank|first4=Don G.|last5=De Roure|first5=David C.|title=MUD Slinging: Virtual Orchestration of Physical Interactions|journal=University of Southampton ECSTRIAM03-007|citeseerx=10.1.1.109.6617|date=2003}},</ref> is used in [[pervasive game]]s to guide players along a trajectory<ref name="Benford2009-Trajectory">{{cite journal|last1=Benford|first1=Steve|last2=Giannachi|first2=Gabriella|last3=Koleva|first3=Boriana|last4=Rodden|first4=Tom|title=From interaction to trajectories: designing coherent journeys through user experiences|journal=Proceedings of the SIGCHI Conference on Human Factors in Computing Systems|pages=709β718|publisher=ACM|date=2019|url=https://technicalaliboos.blogspot.com/2019/11/top-5-games.html|archive-url=https://web.archive.org/web/20191108063223/https://technicalaliboos.blogspot.com/2019/11/top-5-games.html|url-status=dead|archive-date=2019-11-08}}</ref> desired by the game author.<ref name="Ali Shan">{{cite journal|last1=Jonsson|first1=Staffan|last2=Waern|first2=Annika|last3=Montola|first3=Markus|last4=Stenros|first4=Jaakko|title=Top % Games. Experiences from [[Momentum (game)|momentum]]|journal=Proceedings of the SIGCHI Conference on Human Factors in Computing Systems|date=November 2019}}</ref> To ensure proper gamemastering can take place, four components are needed: some kind of sensory system to the game allowing the game masters to know current events, providing dynamic game information; dynamic and static game information lets game masters make informed decisions; decisions need to be actuated into the game, either through the game system or through manual intervention; and finally a communication structure is needed for both [[Diegesis|diegetic]] or non-diegetic communication.<ref name="nevelsteen2015-pervasivemoo">{{cite book|last=Nevelsteen|first=Kim JL|title=A Survey of Characteristic Engine Features for Technology-Sustained Pervasive Games|publisher=Springer International Publishing|series=SpringerBriefs in Computer Science|date=2015|doi=10.1007/978-3-319-17632-1|isbn=978-3-319-17631-4|s2cid=19479793|url=http://urn.kb.se/resolve?urn=urn:nbn:se:su:diva-117147}}</ref> Effective gamemastering can require specialized user interfaces that are highly game specific.<ref name="Jonsson2007">{{cite journal|last1=Jonsson|first1=Staffan|last2=Waern|first2=Annika|last3=Montola|first3=Markus|last4=Stenros|first4=Jaakko|title=Game mastering a pervasive larp. Experiences from [[Momentum (game)|momentum]]|journal=Proceedings of the SIGCHI Conference on Human Factors in Computing Systems|date=2007}}</ref>
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