@misc{10481/101169, year = {2023}, url = {https://hdl.handle.net/10481/101169}, abstract = {Pervasive computing has become a key element to build applications that use fun as a motivating component because it allows exploring new interaction schemes by making the concept of space and time ambiguous and confusing. The present research describes a pervasive social gaming experience, using as a reference SocialPG, which is a model that describes social expansion as a strategy to improve gaming experiences supported by pervasive computing. In this article a description of the model is offered, software architecture is proposed to support it and a case study related to the process of error resolution and detection of improvement opportuni- ties in software products is developed, finally, a general idea about the final software product that will support the game experience is offered together with an evaluation performed by a set of users, where some important findings are highlighted, such as the importance of the missions as a unit of cooperative work and the spectator's participation.}, keywords = {pervasive computing}, keywords = {pervasive games,}, keywords = {social gaming experience}, title = {Building a pervasive social gaming experience using SocialPG}, doi = {https://doi.org/10.1111/EXSY.13023}, author = {Aranguren, Valera and Paderewski, Patricia and Gutierrez, Francisco Luis and Arango, Jeferson and Moreira, Fernando}, }