Skip to main content

Potential Benefits of Playing Location-Based Games: An Analysis of Game Mechanics

  • Conference paper
  • First Online:

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1220))

Abstract

Previous studies have reported various potential benefits from playing location-based games (LBGs). These include being outdoors, exercise, decreased sedentary behavior, increased knowledge of surroundings, improved cartographic, geographical and navigation skills, increased social interaction, meeting new people, forming acquaintances and activating people. One of the benefits of LBGs is that compared to other self-help applications and games, they are able to reach demographics who have trouble or are not interested in seeking improvement in their lives. This study focuses on the currently available LBGs (N = 60) and identifies how their gameplay supports the observed benefits of playing the games. The found LBGs were sorted into five sub-genres. At the core of the popular LBGs Pokémon GO and Harry Potter: Wizards Unite were three main game mechanics all supporting each other: (1) moving around to find points of interest (PoIs), (2) travelling to PoIs and (3) walking to trigger game-events. Most gameplay were tied to these, as were also the potential benefits of playing the games. These findings highlight the importance of PoIs, their location and their quality, for maximizing the benefits gained from playing LBGs .

This is a preview of subscription content, log in via an institution.

Buying options

Chapter
USD   29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD   84.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD   109.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Learn about institutional subscriptions

References

  1. Aal, K., Hauptmeier, H.: Pokémon GO: collaboration and information on the go. In: Proceedings of 17th European Conference on Computer-Supported Cooperative Work. European Society for Socially Embedded Technologies (EUSSET) (2019)

    Google Scholar 

  2. Akkerman, S., Admiraal, W., Huizenga, J.: Storification in history education: a mobile game in and about medieval Amsterdam. Comput. Educ. 52(2), 449–459 (2009)

    Article  Google Scholar 

  3. Alavesa, P., Pakanen, M., Kukka, H., Pouke, M., Ojala, T.: Anarchy or order on the streets: review based characterization of location based mobile games. In: Proceedings of the Annual Symposium on Computer-Human Interaction in Play, pp. 101–113. ACM (2017)

    Google Scholar 

  4. Alha, K., Koskinen, E., Paavilainen, J., Hamari, J.: Why do people play location-based augmented reality games: a study on Pokémon GO. Comput. Hum. Behav. 93, 114–122 (2019)

    Article  Google Scholar 

  5. Alomar, N., Alsaleh, M., Alarifi, A.: Behavioral consequences of Pokémon GO: the exaggerated picture. Comput. Hum. Behav. 90, 223–245 (2019)

    Article  Google Scholar 

  6. Althoff, T., White, R.W., Horvitz, E.: Influence of Pokémon GO on physical activity: study and implications. J. Med. Internet Res. 18(12), e315 (2016)

    Article  Google Scholar 

  7. Apperley, T.H.: Genre and game studies: toward a critical approach to video game genres. Simul. Gam. 37(1), 6–23 (2006)

    Article  Google Scholar 

  8. Arango-López, J., Gallardo, J., Gutiérrez, F.L., Cerezo, E., Amengual, E., Valera, R.: Pervasive games: giving a meaning based on the player experience. In: Proceedings of the XVIII International Conference on Human Computer Interaction, p. 9. ACM (2017)

    Google Scholar 

  9. Arnab, S., et al.: Mapping learning and game mechanics for serious games analysis. Br. J. Educ. Technol. 46(2), 391–411 (2015)

    Article  Google Scholar 

  10. Arsenault, D.: Video game genre, evolution and innovation. Eludamos. J. Comput. Game Culture 3(2), 149–176 (2009)

    Google Scholar 

  11. Bhattacharya, A., et al.: Group interactions in location-based gaming: a case study of raiding in Pokémon GO. In: Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, p. 587. ACM (2019)

    Google Scholar 

  12. Carbonell Carrera, C., Saorín, J.L., Hess Medler, S.: Pokémon GO and improvement in spatial orientation skills. J. Geogr. 117(6), 245–253 (2018)

    Article  Google Scholar 

  13. Chen, C.M., Tsai, Y.N.: Interactive location-based game for supporting effective English learning. In: 2009 International Conference on Environmental Science and Information Application Technology, vol. 3, pp. 523–526. IEEE (2009)

    Google Scholar 

  14. Clearwater, D.: What defines video game genre? Thinking about genre study after the great divide. Loading... 5(8) (2011)

    Google Scholar 

  15. Colley, A., et al.: The geography of Pokémon GO: beneficial and problematic effects on places and movement. In: Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, pp. 1179–1192. ACM (2017)

    Google Scholar 

  16. Dunleavy, M., Dede, C., Mitchell, R.: Affordances and limitations of immersive participatory augmented reality simulations for teaching and learning. J. Sci. Educ. Technol. 18(1), 7–22 (2009)

    Article  Google Scholar 

  17. Erenli, K.: Gamify your teaching-using location-based games for educational purposes. Int. J. Adv. Corp. Learn. (iJAC) 6(2), 22–27 (2013)

    Article  Google Scholar 

  18. Garay-Cortes, J., Uribe-Quevedo, A.: Location-based augmented reality game to engage students in discovering institutional landmarks. In: 2016 7th International Conference on Information, Intelligence, Systems & Applications (IISA), pp. 1–4. IEEE (2016)

    Google Scholar 

  19. Gibson, M.: The powers of the Pokemon: histories of television, histories of the concept of power. Media Int. Austr. Incorporating Culture Pol. 104(1), 107–115 (2002)

    Article  Google Scholar 

  20. Graells-Garrido, E., Ferres, L., Caro, D., Bravo, L.: The effect of Pokémon GO on the pulse of the city: a natural experiment. EPJ Data Sci. 6(1), 23 (2017)

    Article  Google Scholar 

  21. Guardiola, E.: The gameplay loop: a player activity model for game design and analysis. In: Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, p. 23. ACM (2016)

    Google Scholar 

  22. Hamari, J., Malik, A., Koski, J., Johri, A.: Uses and gratifications of Pokémon GO: why do people play mobile location-based augmented reality games? Int. J. Hum.-Comput. Interact. 35(9), 804–819 (2019)

    Article  Google Scholar 

  23. Hashem, T., Kulik, L.: “don’t trust anyone”: privacy protection for location-based services. Pervasive Mob. Comput. 7(1), 44–59 (2011)

    Article  Google Scholar 

  24. Hassler-Forest, D.: The walking dead: quality television, transmedia serialization and zombies. In: Serialization in Popular Culture, pp. 103–117. Routledge (2014)

    Google Scholar 

  25. Hino, K., Asami, Y., Lee, J.S.: Step counts of middle-aged and elderly adults for 10 months before and after the release of Pokémon GO in Yokohama, Japan. J. Med. Internet Res. 21(2), e10724 (2019)

    Article  Google Scholar 

  26. Howe, K.B., Suharlim, C., Ueda, P., Howe, D., Kawachi, I., Rimm, E.B.: Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study. BMJ 355, i6270 (2016)

    Google Scholar 

  27. Hyrynsalmi, S., Suominen, A., Mäntymäki, M.: The influence of developer multi-homing on competition between software ecosystems. J. Syst. Softw. 111, 119–127 (2016)

    Article  Google Scholar 

  28. Isbister, K.: Enabling Social Play: A Framework for Design and Evaluation, pp. 11–22. Springer, London (2010)

    Google Scholar 

  29. Judge, E., Brown, T.: A right not to be mapped? Augmented reality, real property, and zoning. Laws 7(2), 23 (2018)

    Article  Google Scholar 

  30. Juhász, L., Hochmair, H.H.: Where to catch -em all?-a geographic analysis of Pokémon GO locations. Geo-Spat. Inf. Sci. 20(3), 241–251 (2017)

    Article  Google Scholar 

  31. Kohen-Vacs, D., Ronen, M., Cohen, S.: Mobile treasure hunt games for outdoor learning. Bull. IEEE Techn. Committee Learn. Technol. 14(4), 24–26 (2012)

    Google Scholar 

  32. Kuss, D.J., Griffiths, M.D.: Internet gaming addiction: a systematic review of empirical research. Int. J. Mental Health Addict. 10(2), 278–296 (2012)

    Article  Google Scholar 

  33. Laato, S., Hyrynsalmi, S.M., Paloheimo, M.: Online multiplayer games for crowdsourcing the development of digital assets. In: Hyrynsalmi, S., Suoranta, M., Nguyen-Duc, A., Tyrväinen, P., Abrahamsson, P. (eds.) ICSOB 2019. LNBIP, vol. 370, pp. 387–401. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-33742-1_31

    Chapter  Google Scholar 

  34. Laato, S., Pietarinen, T., Rauti, S., Laine, T.H.: Analysis of the quality of points of interest in the most popular location-based games. In: Proceedings of the 20th International Conference on Computer Systems and Technologies, pp. 153–160. ACM (2019)

    Google Scholar 

  35. Laato, S., Pietarinen, T., Rauti, S., Paloheimo, M., Inaba, N., Sutinen, E.: A review of location-based games: do they all support exercise, social interaction and cartographical training? In: Proceedings of the 11th International Conference on Computer Supported Education - Volume 1: CSEDU, pp. 616–627. INSTICC, SciTePress (2019). https://doi.org/10.5220/0007801206160627

  36. Laine, T.H., Islas Sedano, C., Vinni, M., Joy, M.: Characteristics of pervasive learning environments in museum contexts. In: 8th World Conference on Mobile and Contextual Learning (2009)

    Google Scholar 

  37. LeBlanc, A.G., Chaput, J.P.: Pokémon GO: a game changer for the physical inactivity crisis? Prev. Med. 101, 235–237 (2017)

    Article  Google Scholar 

  38. Lewin, C., Charania, A.: Bridging formal and informal learning through technology in the twenty-first century: issues and challenges. In: Second Handbook of Information Technology in Primary and Secondary Education, pp. 1–17 (2018)

    Google Scholar 

  39. Liberati, N.: Phenomenology, Pokémon GO, and other augmented reality games. Hum. Stud. 41(2), 211–232 (2018)

    Article  Google Scholar 

  40. Machin, D., Van Leeuwen, T.: Sound, music and gender in mobile games. Gender Lang. 10(3) (2016)

    Google Scholar 

  41. Madill, A., Jordan, A., Shirley, C.: Objectivity and reliability in qualitative analysis: realist, contextualist and radical constructionist epistemologies. Br. J. Psychol. 91(1), 1–20 (2000)

    Article  Google Scholar 

  42. Mallick, S.: Augmenting property law: applying the right to exclude in the augmented reality universe. Vand. J. Ent. Tech. L. 19, 1057 (2016)

    Google Scholar 

  43. Marquet, O., Alberico, C., Hipp, A.J.: Pokémon GO and physical activity among college students. A study using ecological momentary assessment. Comput. Hum. Behav. 81, 215–222 (2018)

    Google Scholar 

  44. Melero, J., Hernández-Leo, D., Manatunga, K.: Group-based mobile learning: do group size and sharing mobile devices matter? Comput. Hum. Behav. 44, 377–385 (2015)

    Article  Google Scholar 

  45. Militello, L.K., Hanna, N., Nigg, C.R.: Pokémon GO within the context of family health: retrospective study. JMIR Pediatr. Parent. 1(2), e10679 (2018)

    Article  Google Scholar 

  46. Ni, M.Y., et al.: Augmented reality games as a new class of physical activity interventions? The impact of Pokémon GO use and gaming intensity on physical activity. Games Health J. 8(1), 1–6 (2019)

    Article  MathSciNet  Google Scholar 

  47. Niantic: Pokémon GO live. Website. Checked 31.7.2019 (2019)

    Google Scholar 

  48. Nicklas, D., Pfisterer, C., Mitschang, B.: Towards location-based games. In: Proceedings of the International Conference on Applications and Development of Computer Games in the 21st Century: ADCOG, vol. 21, pp. 61–67 (2001)

    Google Scholar 

  49. Oleksy, T., Wnuk, A.: Catch them all and increase your place attachment! the role of location-based augmented reality games in changing people-place relations. Comput. Hum. Behav. 76, 3–8 (2017)

    Article  Google Scholar 

  50. Papangelis, K., Metzger, M., Sheng, Y., Liang, H.N., Chamberlain, A., Khan, V.J.: Get off my lawn!: starting to understand territoriality in location based mobile games. In: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems, pp. 1955–1961. ACM (2017)

    Google Scholar 

  51. Park, K., Cha, M., Kwak, H., Chen, K.T.: Achievement and friends: key factors of player retention vary across player levels in online multiplayer games. In: Proceedings of the 26th International Conference on World Wide Web Companion, pp. 445–453. International World Wide Web Conferences Steering Committee (2017)

    Google Scholar 

  52. Price, S., Jewitt, C., Sakr, M.: Embodied experiences of place: a study of history learning with mobile technologies. J. Comput. Assist. Learn. 32(4), 345–359 (2016)

    Article  Google Scholar 

  53. Rashid, O., Mullins, I., Coulton, P., Edwards, R.: Extending cyberspace: location based games using cellular phones. Comput. Entertain. (CIE) 4(1), 4 (2006)

    Article  Google Scholar 

  54. Rossow, A.L.: Gotta catch a lawsuit: a legal insight into the intellectual, civil, and criminal battlefield Pokemon GO has downloaded onto smartphones and properties around the world. J. Marshall Rev. Intell. Prop. L. 16, i (2016)

    Google Scholar 

  55. Ruiz-Ariza, A., López-Serrano, S., De la Torre-Cruz, M.J., Martínez-López, E.J.: A theoretical-practical framework for the educational uses of Pokémon GO in children and adolescents. In: Geroimenko, V. (ed.) Augmented Reality Games I, pp. 191–202. Springer, Cham (2019). https://doi.org/10.1007/978-3-030-15616-9_12

    Chapter  Google Scholar 

  56. Serino, M., Cordrey, K., McLaughlin, L., Milanaik, R.L.: Pokémon GO and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Curr. Opin. Pediatr. 28(5), 673–677 (2016)

    Article  Google Scholar 

  57. Sicart, M.: Defining game mechanics. Game Stud. 8(2) (2008)

    Google Scholar 

  58. Silva, S.D., et al.: Knowledgemon hunter: a serious game with geolocation to support learning of children with autism and learning difficulties. In: 2017 19th Symposium on Virtual and Augmented Reality (SVR), pp. 293–296. IEEE (2017)

    Google Scholar 

  59. Simon, R., Fröhlich, P., Anegg, H.: Beyond location based – the spatially aware mobile phone. In: Carswell, J.D., Tezuka, T. (eds.) W2GIS 2006. LNCS, vol. 4295, pp. 12–21. Springer, Heidelberg (2006). https://doi.org/10.1007/11935148_2

    Chapter  Google Scholar 

  60. Söbke, H., Hauge, J.B., Stefan, I.A.: Prime example ingress reframing the pervasive game design framework (PGDF). Int. J. Ser. Games 4(2) (2017)

    Google Scholar 

  61. Stanley, K.G., Livingston, I., Bandurka, A., Kapiszka, R., Mandryk, R.L.: Pinizoro: a GPS-based exercise game for families. In: Proceedings of the International Academic Conference on the Future of Game Design and Technology, pp. 243–246. ACM (2010)

    Google Scholar 

  62. Stanley, K.G., Livingston, I.J., Bandurka, A., Hashemian, M., Mandryk, R.L.: Gemini: a pervasive accumulated context exergame. In: Anacleto, J.C., Fels, S., Graham, N., Kapralos, B., Saif El-Nasr, M., Stanley, K. (eds.) ICEC 2011. LNCS, vol. 6972, pp. 65–76. Springer, Heidelberg (2011). https://doi.org/10.1007/978-3-642-24500-8_8

    Chapter  Google Scholar 

  63. Tateno, M., Skokauskas, N., Kato, T.A., Teo, A.R., Guerrero, A.P.: New game software (Pokémon GO) may help youth with severe social withdrawal, hikikomori. Psychiatry Res. 246, 848 (2016)

    Article  Google Scholar 

  64. Tenderich, B., Williams, J.: Transmedia branding. EIMO (2014)

    Google Scholar 

  65. Tregel, T., Raymann, L., Göbel, S., Steinmetz, R.: Geodata classification for automatic content creation in location-based games. In: Alcañiz, M., Göbel, S., Ma, M., Fradinho Oliveira, M., Baalsrud Hauge, J., Marsh, T. (eds.) JCSG 2017. LNCS, vol. 10622, pp. 212–223. Springer, Cham (2017). https://doi.org/10.1007/978-3-319-70111-0_20

    Chapter  Google Scholar 

  66. Vella, K., et al.: A sense of belonging: Pokemon GO and social connectedness. Games Culture (2017). https://doi.org/10.1177/1555412017719973

  67. Viinikkala, L., et al.: Reforming the representation of the reformation: Mixed reality narratives in communicating tangible and intangible heritage of the protestant reformation in Finland. In: 2016 22nd International Conference on Virtual System & Multimedia (VSMM), pp. 1–9. IEEE (2016)

    Google Scholar 

  68. Vorderer, P., Hartmann, T., Klimmt, C.: Explaining the enjoyment of playing video games: the role of competition. In: Proceedings of the Second International Conference on Entertainment Computing, ICEC 2003, pp. 1–9. Carnegie Mellon University, Pittsburgh (2003). http://dl.acm.org/citation.cfm?id=958720.958735

  69. Wagner-Greene, V.R., Wotring, A.J., Castor, T., Kruger, J., Mortemore, S.: Pokémon GO: healthy or harmful? Am. J. Public Health 107(1), 35 (2017)

    Article  Google Scholar 

  70. Wake, J.D.: Mobile, Location-based Games for Learning: Developing, Deploying and Evaluating Mobile Game Technology in Education. The University of Bergen (2013)

    Google Scholar 

  71. Wang, D., et al.: Pokémon GO in Melbourne CBD: a case study of the cyber-physical symbiotic social networks. J. Comput. Sci. 26, 456–467 (2018)

    Article  Google Scholar 

  72. Wong, F.Y.: Influence of Pokémon GO on physical activity levels of university players: a cross-sectional study. Int. J. Health Geograph. 16(1), 8 (2017)

    Article  MathSciNet  Google Scholar 

  73. Wu, H.K., Lee, S.W.Y., Chang, H.Y., Liang, J.C.: Current status, opportunities and challenges of augmented reality in education. Comput. Educ. 62, 41–49 (2013)

    Article  Google Scholar 

  74. Xian, Y., et al.: An initial evaluation of the impact of Pokémon GO on physical activity. J. Am. Heart Assoc. 6(5), e005341 (2017)

    Article  Google Scholar 

  75. Yip, K.H.: The experience of playing located based game among young adults: findings from a focus group study. Neuropsychiatry (Lond.) 8(5), 1674–1682 (2018)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Samuli Laato .

Editor information

Editors and Affiliations

A Appendix

A Appendix

(See Appendix Tables 4 and 5)

Table 4. The games included in the study and their genres part 1.
Table 5. The games included in the study and their genres part 2.

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Laato, S., Pietarinen, T., Rauti, S., Sutinen, E. (2020). Potential Benefits of Playing Location-Based Games: An Analysis of Game Mechanics. In: Lane, H.C., Zvacek, S., Uhomoibhi, J. (eds) Computer Supported Education. CSEDU 2019. Communications in Computer and Information Science, vol 1220. Springer, Cham. https://doi.org/10.1007/978-3-030-58459-7_27

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-58459-7_27

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-58458-0

  • Online ISBN: 978-3-030-58459-7

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics