Age-old practices in the 'new world': a study of gift-giving between teenage mobile phone users
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Wireless World: Social and Interactional Aspects of the Mobile Age
Wireless World: Social and Interactional Aspects of the Mobile Age
Where on-line meets on the streets: experiences with mobile mixed reality games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Hitchers: designing for cellular positioning
UbiComp'06 Proceedings of the 8th international conference on Ubiquitous Computing
Designing location-based mobile games with a purpose: collecting geospatial data with CityExplorer
ACE '08 Proceedings of the 2008 International Conference on Advances in Computer Entertainment Technology
EyeSpy: supporting navigation through play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
AMT '09 Proceedings of the 5th International Conference on Active Media Technology
Do games motivate mobile content sharing?
ICADL'10 Proceedings of the role of digital libraries in a time of global change, and 12th international conference on Asia-Pacific digital libraries
Who, what, why: examining annotations in mobile content sharing games
ICADL'11 Proceedings of the 13th international conference on Asia-pacific digital libraries: for cultural heritage, knowledge dissemination, and future creation
Wisdom about the crowd: assuring geospatial data quality collected in location-based games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
The Design and Evaluation of Task Assignment Algorithms for GWAP-based Geospatial Tagging Systems
Mobile Networks and Applications
An analytical model for generalized ESP games
Knowledge-Based Systems
A detour planning algorithm in crowdsourcing systems for multimedia content gathering
Proceedings of the 5th Workshop on Mobile Video
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Mobimissions is a location-based pervasive social game in which players use camera phones with location-based capabilities to create, share and reply to real-world missions. Missions and their responses are defined by sequences of digital photographs and text annotations. Players create missions, search locations for available missions, create responses to and submit missions for others to find. They can visit a website to review and rate all missions and responses. Feedback from a trial involving 11 players over five weeks reveals patterns of play, preferred locations for play, the limitations of location-based play, and the need for greater social awareness and exchange. Future directions for such location-based social games are suggested.