Creating scalable location-based games: Lessons from Geocaching

Location-based games seek to move computer gaming out from behind the PC and into the “real world” of cities, streets, parks, and other locations. This real-world physicality makes the experience fun for game players, yet it brings the unique challenge of creating and orchestrating such a game. That...

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Main Authors: NEUSTAEDTER, Carman, TANG, Anthony, JUDGE, Tejinder K.
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2013
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Online Access:https://ink.library.smu.edu.sg/sis_research/7985
https://ink.library.smu.edu.sg/context/sis_research/article/8988/viewcontent/s00779_011_0497_7.pdf
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spelling sg-smu-ink.sis_research-89882023-08-15T01:45:22Z Creating scalable location-based games: Lessons from Geocaching NEUSTAEDTER, Carman TANG, Anthony JUDGE, Tejinder K. Location-based games seek to move computer gaming out from behind the PC and into the “real world” of cities, streets, parks, and other locations. This real-world physicality makes the experience fun for game players, yet it brings the unique challenge of creating and orchestrating such a game. That is, location-based games are often difficult to create, grow, and maintain over long periods of time. Our research investigates how location-based games can be designed to overcome this challenge of scalability. We studied the well-established location-based game of Geocaching through active participation and an online survey to better understand how it has succeeded in maintaining user involvement and growth over the last decade. Findings show that Geocaching benefits by having players directly create game content, including both lightweight and elaborate creations. Geocaching has also made it simple for players to perform game orchestration by monitoring game content, other players, and even non-players. We then characterize location-based games according to various attributes and suggest how the lessons learned from Geocaching could be applied more generally to the design of other location-based games and in which cases they should not be applied. 2013-01-01T08:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/7985 info:doi/10.1007/s00779-011-0497-7 https://ink.library.smu.edu.sg/context/sis_research/article/8988/viewcontent/s00779_011_0497_7.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Community Geocaching Global positioning system (GPS) Location-based games Pervasive games Graphics and Human Computer Interfaces
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Community
Geocaching
Global positioning system (GPS)
Location-based games
Pervasive games
Graphics and Human Computer Interfaces
spellingShingle Community
Geocaching
Global positioning system (GPS)
Location-based games
Pervasive games
Graphics and Human Computer Interfaces
NEUSTAEDTER, Carman
TANG, Anthony
JUDGE, Tejinder K.
Creating scalable location-based games: Lessons from Geocaching
description Location-based games seek to move computer gaming out from behind the PC and into the “real world” of cities, streets, parks, and other locations. This real-world physicality makes the experience fun for game players, yet it brings the unique challenge of creating and orchestrating such a game. That is, location-based games are often difficult to create, grow, and maintain over long periods of time. Our research investigates how location-based games can be designed to overcome this challenge of scalability. We studied the well-established location-based game of Geocaching through active participation and an online survey to better understand how it has succeeded in maintaining user involvement and growth over the last decade. Findings show that Geocaching benefits by having players directly create game content, including both lightweight and elaborate creations. Geocaching has also made it simple for players to perform game orchestration by monitoring game content, other players, and even non-players. We then characterize location-based games according to various attributes and suggest how the lessons learned from Geocaching could be applied more generally to the design of other location-based games and in which cases they should not be applied.
format text
author NEUSTAEDTER, Carman
TANG, Anthony
JUDGE, Tejinder K.
author_facet NEUSTAEDTER, Carman
TANG, Anthony
JUDGE, Tejinder K.
author_sort NEUSTAEDTER, Carman
title Creating scalable location-based games: Lessons from Geocaching
title_short Creating scalable location-based games: Lessons from Geocaching
title_full Creating scalable location-based games: Lessons from Geocaching
title_fullStr Creating scalable location-based games: Lessons from Geocaching
title_full_unstemmed Creating scalable location-based games: Lessons from Geocaching
title_sort creating scalable location-based games: lessons from geocaching
publisher Institutional Knowledge at Singapore Management University
publishDate 2013
url https://ink.library.smu.edu.sg/sis_research/7985
https://ink.library.smu.edu.sg/context/sis_research/article/8988/viewcontent/s00779_011_0497_7.pdf
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