@inproceedings { pereira08, abstract = {Chess is an ancient and widely popular tabletop game. For more than 1500 years of history chess has survived every civilization it has touched. One of its heirs, computerized chess, was one of the first artificial intelligence research areas and was highly important for the development of A.I. throughout the twentieth-century. This change of paradigm between a tabletop and a computerized game has its ups and downs. Computation can be used, for example, to simulate opponents in a virtual scenario, but the real essence of chess in which two human opponents battle face-to-face in that familiar black and white chessboard is lost. Usually, computer chess research focuses on improving the effectiveness of chess algorithms. This research, on the other hand, focuses on trying to bring back the essence of real world chess to a computerized scenario. To achieve this goal, in this paper we describe a model inspired by the field of Pervasive Gaming, a field that profits by the mix of real, virtual and social game elements.}, address = {Porto, Portugal}, booktitle = {Zon Digital Games 2008}, journal = {ZON Digital Games 2008}, keywords = {chess, pervasive gaming, tangible user interfaces, graphical user interfaces, design models, virtual agents;Computer Games;Social Robotic Companions;}, month = {November}, pages = {54-63}, publisher = {Centro de Estudos de Comunicação e Sociedade, Universidade do Minho}, title = {Designing a pervasive chess game}, year = {2008}, author = {André Pereira and Carlos Martinho and Iolanda Leite and Rui Prada and Ana Paiva} }