Groupware and social dynamics: eight challenges for developers
Communications of the ACM
Ambient wood: designing new forms of digital augmentation for learning outdoors
Proceedings of the 2004 conference on Interaction design and children: building a community
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
The multimedia challenges raised by pervasive games
Proceedings of the 13th annual ACM international conference on Multimedia
Interweaving mobile games with everyday life
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The Frame of the Game: Blurring the Boundary between Fiction and Reality in Mobile Experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Because I carry my cell phone anyway: functional location-based reminder applications
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Playmakers in multiplayer game communities: their importance and motivations for participation
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Andrew Rollings and Ernest Adams on Game Design
Andrew Rollings and Ernest Adams on Game Design
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Social practices in location-based collecting
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Capturing, sharing, and using local place information
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Understanding geocaching practices and motivations
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Sharescape: an interface for place annotation
Proceedings of the 5th Nordic conference on Human-computer interaction: building bridges
EyeSpy: supporting navigation through play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
In support of city exploration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The role of community and groupware in geocache creation and maintenance
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Blowtooth: pervasive gaming in unique and challenging environments
CHI '10 Extended Abstracts on Human Factors in Computing Systems
Fundamentals of Game Design
PiNiZoRo: a GPS-based exercise game for families
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Reality Is Broken: Why Games Make Us Better and How They Can Change the World
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Picking pockets on the lawn: the development of tactics and strategies in a mobile game
UbiComp'05 Proceedings of the 7th international conference on Ubiquitous Computing
Explorations of geocaching in the virtual world of second life
Proceedings of the 2013 conference on Computer supported cooperative work companion
Villains, architects and micro-managers: what tabula rasa teaches us about game orchestration
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Location-based games seek to move computer gaming out from behind the PC and into the "real world" of cities, streets, parks, and other locations. This real-world physicality makes the experience fun for game players, yet it brings the unique challenge of creating and orchestrating such a game. That is, location-based games are often difficult to create, grow, and maintain over long periods of time. Our research investigates how location-based games can be designed to overcome this challenge of scalability. We studied the well-established location-based game of Geocaching through active participation and an online survey to better understand how it has succeeded in maintaining user involvement and growth over the last decade. Findings show that Geocaching benefits by having players directly create game content, including both lightweight and elaborate creations. Geocaching has also made it simple for players to perform game orchestration by monitoring game content, other players, and even non-players. We then characterize location-based games according to various attributes and suggest how the lessons learned from Geocaching could be applied more generally to the design of other location-based games and in which cases they should not be applied.