Rollick Games: A Formal Language based Platform for Location-based Pervasive Games George Anestis 1 , Nektarios Gioldasis 1 , Stefanos Karasavvidis 2 , Tzanis Palioudakis 1 , Nektarios Moumoutzis 1 , Stavros Christodoulakis 1 1 Laboratory of Distributed Multimedia Information Systems & Applications, School of Electrical & Computer Engineering, Technical University of Crete, Greece 2 Software Technology and Network Applications Laboratory (SoftNet), School of Electrical & Computer Engineering, Technical University of Crete, Greece ganestis@tuc.gr, ngioldasis@tuc.gr, skarasavvidis@tuc.gr, tzanis@palioudakis.com, nmoumoutzis@tuc.gr, schristodoulakis@tuc.gr Abstract. In this paper, we present the Rollick Games platform and its Pervasive Game Modelling Language that enables the description of location-based perva- sive games using a GUI provided by the Game Studio web app. The runtime environment (Pervasive Game Execution Environment) is responsible for gener- ating the Pervasive Game Execution Language from a game model and loading it to an instance of the game's Execution Engine. The Execution Environment includes a set of agents responsible for monitoring the players’ context and inter- action with other game elements as well as among each other. The Engine follows an event-driven paradigm and uses an event loop waiting for events to be dis- patched from the agents in order to carry out its computations based on its current state, context, and event data. The proposed approach allows for both the sharing and reusing of game models, and the significant reduction of time to market as well as the cost of location-based pervasive games’ development. Keywords: pervasive mobile games, location-based games, game development 1 Introduction Pervasive Games (PGs) can use real-world locations for gameplay and support the pro- jection of a virtual world onto the real one creating the feeling that real and virtual objects coexist in space and time, a mixed-reality environment, allowing the player to interact with the objects and the real-world locations. This way, contextualized experi- ences can be offered on the basis of direct or indirect recognition of spatial context [1- 4]. The involved technologies include the player's mobile devices, wireless communi- cations, and sensors that are used to capture the player’s current context (GPS, beacons, camera, compass, accelerometer, etc.) [1]. A PG can be defined as a context-aware game system with the above-mentioned characteristics [5]. Creating a PG requires the involvement of professionals such as game designers, artists, graphic designers, and developers. It is a costly and time-consuming process