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Location Based Games

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lightbulbAbout this topic
Location Based Games (LBGs) are interactive digital games that utilize real-world geographic locations as a fundamental component of gameplay. Players engage with the game through their physical presence in specific locations, often using mobile devices to navigate, complete tasks, or interact with other players, thereby blending virtual and physical environments.
lightbulbAbout this topic
Location Based Games (LBGs) are interactive digital games that utilize real-world geographic locations as a fundamental component of gameplay. Players engage with the game through their physical presence in specific locations, often using mobile devices to navigate, complete tasks, or interact with other players, thereby blending virtual and physical environments.
The design of location-based games (LBGs) for cultural heritage should ensure the active participation and contribution of local communities and heritage professionals to achieve contextual relevance, importance, and content validity.... more
HTML5 is being developed as the next major revision of HTML (Hypertext Markup Language), the core markup language of the World Wide Web. It aims at reducing the need for proprietary, plug-in-based rich Internet application (RIA)... more
يهدف هذا البحث إلى التحقق من فاعلية ألعاب الجوال القائمة على الموقع الجغرافي في تنمية مهارات التفكير الاجتماعي لدى تلاميذ الدمج في المرحلة الابتدائية من ذوي الإعاقة الذهنية البسيطة، وقد اقتصرت المهارات المستهدفة على: التعرف على المشاعر،... more
This paper describes a preliminary study where a multiplayer location-based game's logfiles were used for the assessment of the overall practice of teams. We explore the use of activity metrics previously introduced and applied to CSCL... more
This paper explores how we may transform peoples' perceived access to cultural participation by exploiting the possible relationships between place, play and mobile devices. It presents SCOOT; a location-based game in order to investigate... more
This paper describes a preliminary study where a multiplayer location-based game's logfiles were used for the assessment of the overall practice of teams. We explore the use of activity metrics previously introduced and applied to CSCL... more
Serious games (SGs) about Chemistry have the potential to cope with challenges, such as students’ low performance and lack of motivation for the subject. However, the majority of existing SGs for Chemistry have the form of educational... more
The handbook consists of three parts. The first chapter provides a diagnosis of older people and their competence in new technologies. This chapter also describes the ICT education programmes for older people available in the partner... more
The handbook consists of three parts. The first chapter provides a diagnosis of older people and their competence in new technologies. This chapter also describes the ICT education programmes for older people available in the partner... more
We present an approach to geometry learning that is based on play. For a mobile and location-aware game, the concept of smart city learning is exploited to situate learning about geometric shapes in concrete buildings and thus make them... more
This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY
Location-Based Games (LBGs) are a subclass of pervasive games that make use of location technologies to consider the players' geographic position in the game rules and mechanics. This research presents a model to describe and represent... more
Location-based activities can challenge citizens to explore their neighbourhood in new playful ways. This paper presents a classification of such playful activities based on the literature and experience gained (1) in co-creation sessions... more
This study presents the research results of the implementation of two location-based educational games in the field of history and cultural heritage, created on Taleblazer to be played by high-school students on smartphones. The games... more
The handbook consists of three parts. The first chapter provides a diagnosis of older people and their competence in new technologies. This chapter also describes the ICT education programmes for older people available in the partner... more
GPS-equipped smartphones have enabled the construction of location-based games. In augmented reality (AR), fantasy worlds are mapped to real-world settings. Two location-based AR games that use historical markers as points of interest are... more
Despite the fact that QR codes are all around us, they do not easily find their way into the classroom, so it seems more than relevant to investigate the current situation. This paper describes the findings from a scoping literature... more
Games in education have always been a tool for increasing motivation and interest of learners. We present Location-Based Games (LBG) as a tool to involve and motivate students in the learning process. LBGs require the player to move... more
Games in education have always been a tool for increasing motivation and interest of learners. We present Location-Based Games (LBG) as a tool to involve and motivate students in the learning process. LBGs require the player to move... more
This article presents a comparative analysis of four low or no-code location-based game (LBG) authoring tools, namely Taleblazer, Aris, Actionbound, and Locatify. Each tool is examined in detail, with an emphasis on the functions and... more
Games in education have always been a tool for increasing motivation and interest of learners. We present Location-Based Games (LBG) as a tool to involve and motivate students in the learning process. LBGs require the player to move... more
by Joy Dy
Social media is part of almost everyone's daily life. Its networking facilities redefines the way people connect and interact with each other. However, social media is reported being misused in different ways, especially the... more
Early adolescence is a time of major social change; a strong sense of belonging (SB) and peer connectedness is an essential protective factor in mental health (MH) during that period. In this paper we introduce LINA, an augmented reality... more
With the universal use of mobile computing devices, there has been a notable increase in the number of mobile applications developed for educational purposes. Gamification strategies offer a new set of tools to educators and, combined... more
This paper reports on an ongoing study of the long-term deployment of a location-based mobile game “If ... in Monemvasia”. The game is played by groups of pupils that visit the historical fortress town Monemvasia in the south east... more
What is a mixed reality? How games provide experiences of alternative realities while players become engaged with them? What kind of roles mobile, location-aware games can have in development of alternative aesthetics of play and... more
In the winter semester 2009/2010, the Digital Game Research Center of the University of Potsdam was able to hold the DIGAREC-Keynote Lectures for the first time. It followed a lecture series held in 2008/09, in which the members of the... more
by Steve Benford and 
1 more
We introduce a location-based game called Feeding Yoshi that provides an example of seamful design, in which key characteristics of its underlying technologies-the coverage and security characteristics of WiFi-are exposed as a core... more
Invasive species are a major environmental problem affecting Portugal and the rest of the world. As such it is important to promote scientific literacy and environmental awareness on this topic. In this article we present a serious game... more
We present a reflection on a series of studies of ubiquitous computing systems in which the process of evaluation evolved over time to account for the increasing difficulties inherent in assessing systems ‘in the wild’. Ubiquitous systems... more
Abstract. In this paper we describe, how the evaluation of ubiquitous computing systems can be problematic, how we augmented existing evaluation techniques to aid in our analysis, and how we created new techniques for evaluation of such... more
Mobile technology has created new possibilities for location-based playful learning experiences. This article describes the MuseumScrabble mobile game, aimed at children visiting a historical museum. The game requires that the players... more
Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia... more
Social interaction is part of the fabric of society, and is essential to challenge many types of social barriers. Locationbased games provide a means to foster such interaction in local communities. The design of such games is currently... more
Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia... more
Dramatic improvements in smartphones over the last few years have positioned them as a major platform for interactive media content. In addition to being much more portable than laptop computers, smartphones also support a sophisticated... more
Creating a mobile urban tourism storytelling application presents several interactivity challenges on how to convey an engaging multimedia experience on-site. This article describes a methodology for fast prototyping of a multimedia... more
Serious Pervasive Games extend the magic circle (Huizinga, 1938) to the players' context and surrounding environment. The blend of both physical and fictive game worlds provides a push in player engagement and promotes situated learning... more
This paper reports on the use of mobile terminals in historical spaces to play an adventure game, using a location-based platform to awaken the fantasy and curiosity of children about cultural heritage; the design of a mystery game as the... more
An important, indeed often essential, feature of games is that they enable players to experience extraordinary situations beyond those that are safe or even possible in everyday life. Not only can this be entertaining, but it also... more
This paper presents an evaluation study of how eighth families adopted, played and experienced a movement-based game system of analog and digital technologies in their homes during a pandemic lockdown. The COVID-19 pandemic locked down... more
The article analyses and discusses the use of Location Based Mobile Games to raise awareness on sensitive issues connected to illness and disability. We report on a study grounded on higher education didactic experiences. By means of a... more
Social media is part of almost everyone's daily life. Its networking facilities redefines the way people connect and interact with each other. However, social media is reported being misused in different ways, especially the... more
The overwhelming growth and popularity of mobile devices and games have motivated initiatives to explore mobile and augmented reality to bring the physical and virtual together. While several domains have been the recipient of such focus,... more
Social interaction is part of the fabric of society, and is essential to challenge many types of social barriers. Locationbased games provide a means to foster such interaction in local communities. The design of such games is currently... more
The handbook consists of three parts. The first chapter provides a diagnosis of older people and their competence in new technologies. This chapter also describes the ICT education programmes for older people available in the partner... more
In the last fifteen years, pervasive games, i.e. games that blend a gameworld and reality were created most notably to promote movies, series or videogames. Chosen for their combination of assets, they prompted a deeper engagement in... more
Geo-data created by numerous VGI applications are widely used today. Although VGI data bring numerous benefits, they also have some limitations primarily because the users are not motivated to collect all kinds of geo-data but only those... more
In the last fifteen years, pervasive games, i.e. games that blend a gameworld and reality were created most notably to promote movies, series or videogames. Chosen for their combination of assets, they prompted a deeper engagement in... more
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