The Ultimate History of Video Games: From Pong to Pokemon--the Story behind the Craze That Touched Our Lives and Changed the World
Location based applications for mobile augmented reality
AUIC '03 Proceedings of the Fourth Australasian user interface conference on User interfaces 2003 - Volume 18
Bridging the physical and digital in pervasive gaming
Communications of the ACM - The disappearing computer
Extending cyberspace: location based games using cellular phones
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Pervasive Gaming in the Everyday World
IEEE Pervasive Computing
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
The gopher game: a social, mobile, locative game with user generated content and peer review
Proceedings of the international conference on Advances in computer entertainment technology
Understanding geocaching practices and motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Participation, collaboration and spectatorship in an alternate reality game
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
A Casual Revolution: Reinventing Video Games and Their Players
A Casual Revolution: Reinventing Video Games and Their Players
Free All Monsters!: a context-aware location based game
Proceedings of the 13th International Conference on Human Computer Interaction with Mobile Devices and Services
Participation inequality in mobile location games
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
Designing Seamless Mobile Augmented Reality Location Based Game Interfaces
Proceedings of International Conference on Advances in Mobile Computing & Multimedia
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Despite being the subject of considerable research effort location based games in general have failed to attain the popularity and longevity of similar activities such as geo-caching or orienteering. This leads us to the question are the games designed thus far taking too much inspiration in their design from console and pc games leading to games that are too inflexible and failing to support the types of player behaviour that have emerged in geocaching? Using a design inspired by the player engagement evident in geocaching we present the empirical study of the design and user experience from creating the Mobile Augmented Reality (MAR) game Free All Monsters. The results highlight that enabling user creativity and accommodating the varied motivations for playing such games can successfully be incorporated into the design and operation of location based game design and in particular provide a fun outdoor family activity.