A pervasive game is one where the gaming experience is extended out in the real world, or where the fictive world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you", while Montola, Stenros and Waern's book, Pervasive Games defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play. The origins of pervasive gaming are related to the concepts of pervasive computing, ubiquitous computing and ubiquitous gaming. Definitions The first definition of a pervasive game was as "a LARP (Live action role-playing game) game that is augmented with computing and communication technology in a way that combines the physical and digital space together". Since then the term has become ambiguous, taking on the following definitions: A game that depends primarily on pervasive technology and nonstandard input devices An existing game that is augmented by computers, resulting in a blend of the real and virtual worlds A game that pervades the real world in an undefined manner, and thus blends with it A specific setting of the game world within the real world A game that blurs the boundaries between itself and the real world, which can influence the concept of the magic circle A game that is an overlay of the real world or where the world becomes a game board A game with a persistent presence in the real world, and thus available to the players at all times A game where the gameplay interacts with elements of the real world, thus challenging standard gameplay conventions A game where there is mutual interaction among players and elements in the real world A game that blends with everyday experiences These definitions can be generalized as being from two perspectives: "a technological one that focuses on computing technology as a tool to enable the game to come into being" (i.e., the first two meanings on the list above) and "a cultural one that focuses on the game itself and, subsequently, on the way the game world can be related to the everyday world" (i.e., the eight remaining meanings above). In definitive work by Markus Montola, pervasive games are summarily defined as having "one or more salient