Lecture Notes in Geoinformation and Cartography
DOI: 10.1007/978-3-540-37110-6_15
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Mobile Location-Based Gaming

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Cited by 14 publications
(10 citation statements)
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“…and Ambient Wood have elaborate models of the physical world [Nevelsteen 2015;Thompson et al 2003]. Paelke, Oppermann, and Reimann [2008] mention the importance of a conceptual model (e.g., via GIS) in designing a such a location-based (pervasive) game. But, the use of GIS in pervasive games is not wide spread; however, cases exist e.g., Bichard et al [2006] apply GIS objects and spatial data, and imply temporality through the use of prediction.…”
Section: Related Work and Problem Statementmentioning
confidence: 99%
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“…and Ambient Wood have elaborate models of the physical world [Nevelsteen 2015;Thompson et al 2003]. Paelke, Oppermann, and Reimann [2008] mention the importance of a conceptual model (e.g., via GIS) in designing a such a location-based (pervasive) game. But, the use of GIS in pervasive games is not wide spread; however, cases exist e.g., Bichard et al [2006] apply GIS objects and spatial data, and imply temporality through the use of prediction.…”
Section: Related Work and Problem Statementmentioning
confidence: 99%
“…1, respectively). GPS describing the World Geodetic System is the basis for each georeference, with latitude and longitude [Paelke, Oppermann, and Reimann 2008] dividing up the Earth's space into a discrete field of cells [A. de By 2001]. Altitude is often discounted when using GPS, implying it extends indefinitely in that direction.…”
Section: Object-based Representationmentioning
confidence: 99%
“…They offer unique gaming experiences when compared to traditional games, by effectively blending the real physical environment of players with a digital environment [1][2][3]. LBGs offer unique functionalities when compared to traditional games [1,4,5], and they have been shown to be capable of triggering engagement from players worldwide in playful ways [6]. Yet, designers and developers of games have no guidance on how to create such games from the perspective of system design.…”
Section: Introductionmentioning
confidence: 99%
“…Supplementary material to this article can be found in [24], containing both an extensive cross-game analysis, and the detailed game design of the proof of concept. such as the mobile device (and the application it runs), the servers supporting the game, and content management systems with authoring capabilities [6,[25][26][27]. Most of the components proposed, however, are either 1) unique when compared to components other designers and developers propose, 2) use distinct names for components that are nonetheless similar in functionalities, or 3) do not refer to the system's architecture.…”
Section: Introductionmentioning
confidence: 99%
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