required for all game activities. Hybrids are possible, where part of the game is technology-sustained, but others are not. Not a straightforward classification, Valente et al. propose a method to determine pervasive qualities applicable to mobile games, i.e. what makes a mobile game pervasive? The results of their method is a quality report containing a Quality spreadsheet and a Quality vector summarizing each game. They provide a taxonomy of pervasive qualities consisting of the following first-level qualities: Spatiality, Permanence, Communicability, Accessibility, Context awareness, Resilience and Sociality. Each of these first-level qualities has been divided into one or more second-level qualities. Examples Examples of pervasive games include Pokémon Go, Négone, The Killer, The Beast, Shelby Logan's Run, BotFighters, Pac-Manhattan, Uncle Roy All Around You, Amazing Race. Pervasive game examples built on the EQUIP 2 software architecture, used in Equator and thereafter in IPerG, include Can You See Me Now?, Rider Spoke, Day of the Figurines, and Love City. Niantic, Inc. launched Ingress in 2012, with about 500,000 players globally, and Pokémon Go in 2016. The more recent example of a popular pervasive game is Haunted Candy Hunt - an AR mobile game inspired by Ghostbusters (franchise) and developed by Trigger. See also Augmented reality Blast Theory Live-action virtual reality game Pervasive informatics The Game (mind game) Transreality gaming References External links You don't have to catch them all, safety in Pokémon Go Leisure activities