As new and more powerful mobile devices arrive, such as smartphones, tablets and PDAs, so do new ways of interaction emerge for the users and developers to explore. These devices allow for the creation of never-before-seen applications, using the broad range of inputs and sensors these devices integrate (such as accelerometers, light sensors, electronic compasses, GPS sensor among others), that allow for more ubiquous and personalized experiences. This paper explores issues that arise during the development and design phases of such games, as well as posible solutions for them. Finally we present, a framework for the development of location-based games that is sensible to these issues. This framework was created and tested thanks to a proof-of-concept location-based game (Geo-Wars).
This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting an unknown building. This work is part of a larger effort to devise the methodological approach underlying the implementation of simulation of pedestrians and elicitation of their emergent dynamics, an experimental framework coined SPEED. To validate our experimental setup, a group of 16 experts on fire safety, emergency planning and building evacuation were consulted. The experts were solicited to answer a questionnaire, rating their gaming experiences and validating the questions in the form to be presented to subjects. Their comments were valuable inputs used in the development of the experiment described in this paper. A sample of 62 subjects was then used to test our approach, which consists in having the subjects answering a questionnaire and later on playing a Serious Game resorting to the Unity3D game engine. Some specific scenarios were carefully designed and presented to subjects, both in the questionnaire and in the game environment to maintain consistency of answers. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signage.
Understanding human behaviour in emergency evacuation from buildings is of utmost importance for fire safety designers, architects and engineers as they elaborate on strategies to improve the emergency paths to exits. This paper describes an experiment designed to elicit human behaviour when facing the urgent need of exiting a room of an unknown building. This test is part of a methodological approach that aims at the creation of a framework coined SPEED (Simulation of Pedestrians and Elicitation of their Emergent Dynamics). A population sample of 22 subjects was used to test such a methodological approach, which consists in having the subjects answering a questionnaire and later on, in playing a Serious Game. The game environment presents the same scenarios shown in the questionnaire using more elaborated 3D rendering to provide players with a sense of realism. The game was developed under the Unity3D game engine and based on the Serious Games concept. Preliminary results are promising, showing that the challenge made players think about the various situations that might happen when facing an emergency. They are also implied to reason on their stream of decisions, such as which direction to take considering the environment and some adverse situations, such as smoke, fire and people running on the opposite direction of the emergency signalling.
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 approaches. Space and time, as well as social context, acquire a more meaningful impact on the gameplay. From pervasive learning towards science communication with location-based games, this article presents research and case studies that exemplify their benefits and related problems. Pervasive learning can be defined as "learning at the speed of need through formal, informal and social learning modalities" (Pontefract, 2013). The first case study-the BEACONING project-aims to contextualize the teaching and learning process, connecting it with problem-based game mechanics within STEM. The main goal of this project is to provide the missing connection between STEM subjects and real-world interactions and applications. The pedagogical foundation is supported on problem-based learning (PBL), in which active learning is in the center, and learners have to work with different tools and resources in order to solve problems (quests). Teachers create, facilitate, and assess pervasive and gamified learning activities (missions). Furthermore, these quests are gamified in order to provide non-linear game plots. In a second case study, we demonstrate and evaluate how natural heritage can benefit from pervasive games. This study is based on a set of location-based games for an existing natural park, which have been developed in order to provide enhanced experiences, as well as additional information about some species that are more difficult to observe or that are seasonal. Throughout the research and development of these projects, we have encountered and identified several problems, of different nature, present in pervasive games.
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 mobile applications dedicated to urban tourism storytelling. The application can be a game that takes advantage of several locationbased technologies, freely available geo-referenced media, and augmented reality for immersive gameplay. The goal is to create serious games for tourism that follow a main narrative but where the story can automatically adapt itself to the current location of the player, assimilate possible detours and allow posterior out-of-location playback. Adaptable stories can use dynamic information from map sources such as points of interest (POI), elevation or virtual buildings. The main focus is for these locationbased storytelling games to create more engagement between the tourists and the urban environment. To explore this concept, an application was designed for the city of Porto: Unlocking Porto. This location-based game with a central, yet adaptable, story engages the player into the main sights following an augmented reality path while playing small games. The article discusses and presents solutions for media acquisition, interactive storytelling, game-design interface and multi-disciplinary coordination for mobile app development.
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