The aim of this thesis is to compare two different interface approaches for pervasive games with a focus on immersion. We designed and created two small pervasive games and implemented both on two different platforms; smartphone and wearable device. We created four pervasive game prototypes which we tested with a group of fourteen testers. We subsequently conducted interviews using the Repertory Grid Technique. The findings suggest that our testers appreciated wearable devices more than smartphones in the context of immersion, while they identified characteristics they associated with each platform; Smartphones were considered familiar, inconspicuous, casual but not very exciting. Wearables were considered a new experience and fun but also strange and attention-drawing.