ACM Transactions on Computer-Human Interaction (TOCHI)
Geogames: Designing Location-Based Games from Classic Board Games
IEEE Intelligent Systems
PAC-LAN: mixed-reality gaming with RFID-enabled mobile phones
Computers in Entertainment (CIE) - 3rd anniversary issue
Believable environments: generating interactive storytelling in vast location-based pervasive games
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
AMC '09 Proceedings of the 2009 workshop on Ambient media computing
MTDL '09 Proceedings of the first ACM international workshop on Multimedia technologies for distance learning
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Most location-based games are designed for players who move freely around a geographic game board such as a city centre or acampus. By contrast, we discuss design issues for location-based games played when traveling from A to B on a predefined route, e.g. when following a biking trail along a river. We present the results of a simulation study that compares different alternatives of adopting a two-dimensional location-based game to a linear feature. As our running example for a linear location-based game, we use a geographic version of the board game Alak, the most popular linear game from the family of Go games.