Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TeMPS: A Conceptual Framework for Pervasive and Social Games
DIGITEL '10 Proceedings of the 2010 Third IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Hi-index | 0.00 |
This article considers the development of a traditional Japanese tag game, Onigokko in terms of critical spatial thinking. Camera-embedded GPS mobile phones are used as a tool for positioning, touching, and communicating. A web server is used for planning games, monitoring the movements of teams and sharing information among players. Using city streets or country villages as playgrounds, team members collect points by visiting checkpoints and touching (i.e. taking photographs) enemy teams. Real-time communications by mobile phones enable players to think spatially and move strategically. The experiment demonstrates that the system functions well. The game is perceived as thrilling and is therefore able to foster a remarkable improvement in critical spatial thinking.