Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology 2008
DOI: 10.1145/1501750.1501806
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Designing location-based mobile games with a purpose

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Cited by 89 publications
(26 citation statements)
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“…An alternative method to encourage/motivate participation is to Previous attempts at using a mobile game to collect geographical data, such as landmarks, have received limited success (e.g. Matyas et al, 2008). This has been attributed partly to the lack of clarity regarding how the data might be repurposed, but also to difficulty in developing a strong, high-level game concept, which would motivate the collection of good quality landmark data.…”
Section: Crowdsourcingmentioning
confidence: 99%
See 2 more Smart Citations
“…An alternative method to encourage/motivate participation is to Previous attempts at using a mobile game to collect geographical data, such as landmarks, have received limited success (e.g. Matyas et al, 2008). This has been attributed partly to the lack of clarity regarding how the data might be repurposed, but also to difficulty in developing a strong, high-level game concept, which would motivate the collection of good quality landmark data.…”
Section: Crowdsourcingmentioning
confidence: 99%
“…Matyas et al, 2008). This has been attributed partly to the lack of clarity regarding how the data might be repurposed, but also to difficulty in developing a strong, high-level game concept, which would motivate the collection of good quality landmark data.…”
Section: Crowdsourcingmentioning
confidence: 99%
See 1 more Smart Citation
“…Others have demonstrated how VGI has been shown to be more appropriate, because of their currency, than sources like ORNL during disasters [51]. Matyas et al point out that data, like OSM, collected through VGI methodologies are often done so in a game-like atmosphere because the users contribute when and how they like with little or no oversight and as a result does not promote the idea of self-editing [52]. In contrast, OSMCP addressed the issue noted above by including editors from both student volunteers and USGS in a hybrid environment [53] and provided the volunteer contributors and editors with guidelines regarding the appropriate representative location for each feature.…”
Section: Case Studymentioning
confidence: 99%
“…From the literature (Matyas et al, 2009, andBell et al, 2006) we know that if players fall behind on a leader board too much they become uninterested in a game very fast. Kokochi tries to solve this problem with how the emotion pattern is generated by the game.…”
Section: Performing Ritualsmentioning
confidence: 99%