Creating scalable location-based games: lessons from Geocaching
Neustaedter, C., Tang, A., and Judge, T. (2013). Creating scalable location-based games: lessons from Geocaching. In Personal Ubiquitous Comput., 335--349.
Abstract
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.
Materials
PDF File (http://hcitang.org/papers/2013-puc-scalable-location-based-games.pdf)
DOI (http://dx.doi.org/10.1007/s00779-011-0497-7)
Keywords
Geocaching, Pervasive games, Location-based games, Community, Global positioning system (GPS)
BibTeX
@article{neustaedter2013creating,
year = {2013},
volume = {17},
type = {journal},
title = {Creating scalable location-based games: lessons from Geocaching},
publisher = {Springer-Verlag},
pdfurl = {http://hcitang.org/papers/2013-puc-scalable-location-based-games.pdf},
pages = {335--349},
number = {2},
keywords = {Geocaching, Pervasive games, Location-based games, Community, Global
positioning system (GPS)},
journal = {Personal Ubiquitous Comput.},
issn = {1617-4909},
doi = {http://dx.doi.org/10.1007/s00779-011-0497-7},
date-modified = {2014-01-11 07:00:43 +0000},
author = {Neustaedter, Carman and Tang, Anthony and Judge, Tejinder K.},
address = {London, UK, UK},
abstract = {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.},
}