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Playing on a line: location-based games for linear trips

Published: 13 June 2007 Publication History

Abstract

Most location-based games are designed for players who move freely around a geographic game board such as a city centre or acampus. By contrast, we discuss design issues for location-based games played when traveling from A to B on a predefined route, e.g. when following a biking trail along a river. We present the results of a simulation study that compares different alternatives of adopting a two-dimensional location-based game to a linear feature. As our running example for a linear location-based game, we use a geographic version of the board game Alak, the most popular linear game from the family of Go games.

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Benford, S. et al. (2006). Can you see me now?, ACM Trans. Comput.-Hum. Interact. 13, 1 (Mar. 2006).
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Dewdney, A.K. (1984): The Planiverse - Computer Contact with a Two-Dimensional World, Simon & Schuster, ISBN 0-671-46362-4.
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Gustafsson, A. et al. (2006). Believable environments: generating interactive storytelling in vast location-based pervasive games. ACM SIGCHI Conference on Advances in Computer Entertainment Technology. ACM Press.
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Rashid, O. et al. (2006). PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones. Comput. Entertain. 4, 4 (Oct. 2006).
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Schlieder, C., Kiefer, P., Matyas S. (2006). Geogames - Designing Location-based Games from Classic Board Games, IEEE Intelligent Systems 21(5), Special Issue on Intelligent Technologies for Interactive Entertainment, Sep/Okt 2006, pp. 40--46.

Cited By

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  • (2009)Developing the immersive learning environment by integrating the interactive video and ubiquitous technologiesProceedings of the first ACM international workshop on Multimedia technologies for distance learning10.1145/1631111.1631119(39-48)Online publication date: 23-Oct-2009
  • (2009)To construct the outdoor experience game-based learning system by integrating ubiquitous technologiesProceedings of the 2009 workshop on Ambient media computing10.1145/1631005.1631022(77-82)Online publication date: 23-Oct-2009

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cover image ACM Conferences
ACE '07: Proceedings of the international conference on Advances in computer entertainment technology
June 2007
324 pages
ISBN:9781595936400
DOI:10.1145/1255047
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 13 June 2007

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Author Tags

  1. game design
  2. game theory
  3. go
  4. location-based games

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Cited By

View all
  • (2009)Developing the immersive learning environment by integrating the interactive video and ubiquitous technologiesProceedings of the first ACM international workshop on Multimedia technologies for distance learning10.1145/1631111.1631119(39-48)Online publication date: 23-Oct-2009
  • (2009)To construct the outdoor experience game-based learning system by integrating ubiquitous technologiesProceedings of the 2009 workshop on Ambient media computing10.1145/1631005.1631022(77-82)Online publication date: 23-Oct-2009

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