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Original research

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While the term transreality may have some currency in describing various topics, I believe the author's collection of the information in this article into a single concept called transreality represents a huge leap of original research. Most of the sources quoted do not mention this term (either in their text, where available, or at least not in their abstracts where full text is not available).

I invite the author to provide an indication of what criteria were used for the inclusion of the examples in this article under the term transreality, including any reliable source on which to base those criteria. WikiDan61ChatMe!ReadMe!! 15:34, 11 March 2014 (UTC)[reply]

Response of the author

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Thank you for commenting. I am gladly accepting the invitation.Sightestrp (talk) 15:28, 12 March 2014 (UTC)[reply]

While you have acknowledged the invitation, you do not yet appear to have accepted it. Accepting the invitation would require actually responding to the query: what are the criteria for inclusion in this article, and who defined these criteria? WikiDan61ChatMe!ReadMe!! 15:33, 12 March 2014 (UTC)[reply]
I have actually accepted it, but please give me some time to compose a proper response. The article is a product of many contributors, so it takes some time to collect the feedback to your request Sightestrp (talk) 12:30, 13 March 2014 (UTC).[reply]
OK. WikiDan61ChatMe!ReadMe!! 13:10, 13 March 2014 (UTC)[reply]


Some additional background to this article

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The ideas for this article were initially based on several papers on the subject of trans-reality gaming, introduced by Lindley A. Craig in his time at the Institution Technology, Art and New Media, University of Gotland Visby, Sweden (Trans-reality gaming - 2004, Game Space Design Foundations for Trans-Reality Games – 2005 , Narrative Structure in Trans­-Reality Role­-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-­Based Role­-Playing Games -2005).


Craig defines trans-reality games as:

Games that combine virtual gaming with game experiences staged and played in physical environments, providing a fluid movement of the game experience through its various physical and virtual stages. He distinguishes several related concepts that all include aspects of trans-reality gaming: mobile gaming, ubiquitous gaming, pervasive gaming, virtual reality gaming (using haptic technologies), augmented reality gaming, alternate reality gaming, crossmedia gaming and mixed reality gaming.


Since he introduced this term and its definition the term has been used by others on multiple occasions like by Markus Montola - University of Tampere, by Benford et al 2004-2006 - University of Nottingham and by Chreok et al. 2008-2012 - University of London/Keio). The definition has also been used in papers (not necessarily in the abstracts) like:

Gutierrez, Lucio, Eleni Stroulia, and Ioanis Nikolaidis. "fAARS: a platform for location-aware trans-reality games." Entertainment Computing-ICEC 2012. Springer Berlin Heidelberg, 2012. 185-192. University of Alberta
Chodos, David, Lucio Gutierrez, and Eleni Stroulia. "Creating healthcare training simulations in virtual worlds." Software Engineering in Health Care (SEHC), 2012 4th International Workshop on. IEEE, 2012. University of Alberta

Jantke, Klaus P., Oksana Arnold, and Sebastian Spundflasch. "Aliens on the Bus: A family of pervasive games." Consumer Electronics (GCCE), 2013 IEEE 2nd Global Conference on. IEEE, 2013. Children's Media Dept., Fraunhofer Inst. Digital Media Technol., Erfurt, Germany

Vukadinovic, Vladimir, Fabian Dreier, and Stefan Mangold. "Impact of human mobility on wireless ad hoc networking in entertainment parks." Ad Hoc Networks 12 (2014): 17-34. Disney Research Zurich, Switzerland.

Kasapakis, Vlasios, Damianos Gavalas, and Nikos Bubaris. "Pervasive games research: a design aspects-based state of the art report." Proceedings of the 17th Panhellenic Conference on Informatics. ACM, 2013. University of the Aegean

Bergström, Karl, Staffan Jonsson, and Staffan Björk. "Undercurrents–A Computer-Based Gameplay Tool to Support Tabletop Roleplaying." (2010). University of Gothenburg


Furtheron the term has been introduced in the world of augmented reality games (Mobile Multiplayer Trans-Reality Games, MMTRG) like Zombies, Run, YouCatch, Roads of San Francisco, City Race Munich. More recently (2014) a game called Get Even was introduced (not by one of the authors) on VG 24/7 as a trans-reality shooter for the connected age.


Craig states: “Just as a trans-media game can be played across different media, a trans-reality game should be playable across different realities. Mobile, ubiquitous and pervasive gaming technologies are technologies by which a game system can be realised through a range of different physical staging spaces, and for integrating those physical realities with persistent or transient virtual realities. These technologies provide a facilitating infrastructure for trans-reality games. A trans-reality game in the strong sense, however, is not simply trans-medial in relation to this infrastructure (ie. it is not simply a matter of playing the same game via different devices). The infrastructure must support a coherent game world that integrates physical game space elements with virtual game space elements, and allows game play and components to move as “seamlessly” as possible through these spaces as parts of a single coherent game world“.


Especially the notion of thinking across realities (rather than across media, platforms or locations) convinced the authors that since the start of this century a concept like transreality already had been applied in multiple, other, very different fields too, outside the realm of gaming.

Using the core of the definition - a fluid, seamless movement between something virtual and something physical to create one single coherent (human) experience - as the main selection criterium, it only seemed logical to position (Craigs definition of) ‘transreality’ as a communality in a list of some of these fields, thereby providing an existing, descriptive term for something that all of these different fields have in common.

The authors hope that this list will get to be extended over time as the overlap of virtual and physical realities will grow - quite notable according to the Rathenau Institute in a survey on merging the virtual with the physical world, shaping a new generation - also referring to the development of current concepts like infinite reality and semantic reality (both claimed by Microsoft Research) or hyperreality, metaverse, IoT, body hacking (introduced by Chris Dancy) and natural gamification (not to mention Google cars, glasses, lenses and neurowear).

Having said this....all suggestions for improvement are very welcome Sightestrp (talk) 20:49, 17 March 2014 (UTC)[reply]

So, if I take this meaning properly, Craig defined "trans-reality gaming", and Sightestrp (talk · contribs) (self-representing as a "group of authors"[1]) has extended this definition to other realms of computing. This would be synthesis (a synthesis of facts to derive conclusions not stated in the source), a form of original research that is disallowed on Wikipedia. WikiDan61ChatMe!ReadMe!! 21:05, 17 March 2014 (UTC)[reply]
  1. ^ ...which is a violation of Wikipedia:Username policy requiring one user name for each author, but we'll let that slide for now.


Although many have contributed, Sightestrp (talk) 21:24, 17 March 2014 (UTC) takes all responsibility.[reply]
Avoiding synthesis would mean limiting the article to transreality gaming. Is that correct?
Unless you can find reliable sources to include the other concepts under the transreality banner, then yes, only transreality gaming appears to have any currency as a "term of art". WikiDan61ChatMe!ReadMe!! 21:35, 17 March 2014 (UTC)[reply]
Working on it. Probably shouldn't be too hard to recognize Craig's core definition in papers on the other concepts. That is why we have selected them in the first place. Thanks for commenting and guidance. Sightestrp (talk) 08:19, 18 March 2014 (UTC)[reply]
Recognizing Craig's core concept is not really what is needed. What is needed is a clear case where published works outside of the realm of gaming have identified the use of transreality concepts. Not you recognizing transreality concepts, but the author actually claiming them. Otherwise, the recognition constitutes original research on your part. WikiDan61ChatMe!ReadMe!! 11:04, 18 March 2014 (UTC)[reply]
OK, we will re-write the article and focus on transreality gaming for now. What is the best way to set this up? A whole new page or editing the current one? Sightestrp (talk) 12:23, 19 March 2014 (UTC)[reply]

I think your best plan of action at this point is to userfy the current page (move it to your user space, at User:Sightestrp/Transreality gaming), and then make whatever updates are needed. Once you feel the article is ready again, move it back to article space at Transreality gaming. When you move this current page to your user space, it will leave behind a redirect, which will be deleted (redirects from article space to user space are not allowed). Once you have rewritten the article and reintroduced it to article space at the proper title, we can create a new redirect at this title to point to your new title. WikiDan61ChatMe!ReadMe!! 14:13, 19 March 2014 (UTC)[reply]

OK, many thanks for that. It is work in progress (more a matter of days than weeks though). Sightestrp (talk) 17:04, 19 March 2014 (UTC)[reply]