2013
DOI: 10.1177/2050157912474811
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Turning life into a game: Foursquare, gamification, and personal mobility

Abstract: Location-based mobile games (LBMGs) are games that people play while moving through physical spaces. Research has shown that they can impact individuals’ experience of their surrounding space and their mobility decisions. Extending that research, this article looks at the gaming elements of the location-based social network (LBSN) Foursquare, analyzing how Foursquare’s gaming elements can impact people’s mobility decisions. Through an analysis of qualitative interviews, the goal of this study is to draw from t… Show more

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Cited by 116 publications
(76 citation statements)
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References 25 publications
(47 reference statements)
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“…9 Because users frequently and deeply interact with Foursquare, it quickly became both an advertising platform and a source of marketing data, despite having fewer users than other social networks. 10 Foursquare's developers eventually focused on its non-gamified features, spinning off the system of points, badges, and titles into a companion app called Swarm, a move that upset some users.…”
Section: A Brief History Of Gamificationmentioning
confidence: 99%
“…9 Because users frequently and deeply interact with Foursquare, it quickly became both an advertising platform and a source of marketing data, despite having fewer users than other social networks. 10 Foursquare's developers eventually focused on its non-gamified features, spinning off the system of points, badges, and titles into a companion app called Swarm, a move that upset some users.…”
Section: A Brief History Of Gamificationmentioning
confidence: 99%
“…The information once received, whether alerts about friends' check-ins, mapping directions to a bar, or nearby historical sites on a tourist app, was about one's physical surroundings. Equally important, that information then influenced mobility patterns, a point repeated in mobile media research on a variety of topics, including mapping applications (Ozkul, 2015), mobile gaming (Frith, 2013), and location-based social networking (Saker and Evans, 2016). Rather than a tool of physical disengagement, the smartphone as locative media instead became an interface through which to engage in an augmented way with nearby physical space.…”
Section: Locative Mediamentioning
confidence: 99%
“…that enabled people to 'check-in' to share location with friends (Saker and Evans, 2016), and mobile games that used location information for gameplay (Frith, 2013;Licoppe and Inada, 2006). By 2018, it has become nearly impossible to even begin listing applications-or even types of applicationsthat use location to tailor information (Wilken and Goggin, 2015).…”
Section: Locative Mediamentioning
confidence: 99%
“…As a result of its popularity, Foursquare has been the subject of much research. The application has been examined in the context of modifying approaches to mobility (Frith, 2013), sociability (Bertel, 2013;Silva and Frith, 2010;Frith, 2014;Licoppe, 2014), place Humphreys and Liao, 2013;Ozkul, 2013), and gamification (Frith, 2013;Saker and Evans, 2016b).…”
Section: Locative Media and Placementioning
confidence: 99%