TY - JOUR
T1 - Ludic Markers for Player-Player Observation in Location-Based Mobile Games
AU - Alavesa, Paula
AU - Pakanen, Minna Anneli
AU - Ojala, Timo
AU - Opoku Asare, Kennedy
AU - Ojala, Karri
AU - Letho, Mikko
AU - Kukka, Hannu
PY - 2018/12/1
Y1 - 2018/12/1
N2 - Background. It can be difficult to capture the subtleties of social behavior during gameplay by using existing commercial location-based mobile games as a research probe since they are not designed to reveal subtleties in player behavior. Aim. We sought to explore whether players spontaneously search for unknown fellow players and to identify ludic markers in player-player observation when playing a digital location-based mobile game that allows location spoofing in addition to automated locationing. Method. We used a constructive research approach and created a game specifically designed to allow location spoofing through self-reporting of player locations. We conducted three field trials with eight participants in total. They took part in separate field trials in groups of three, three, and two players. The participants were previously unknown to each other and commenced play at different locations inside the game area. Results and Conclusions. Qualitative analysis of the gathered video and interview material shows that the players spontaneously searched for unknown fellow players, which confirms earlier research on the topic. Further, behavioral and direct visual markers in the physical environment were reported to be the most significant cues in determining who is a player and who is not.
AB - Background. It can be difficult to capture the subtleties of social behavior during gameplay by using existing commercial location-based mobile games as a research probe since they are not designed to reveal subtleties in player behavior. Aim. We sought to explore whether players spontaneously search for unknown fellow players and to identify ludic markers in player-player observation when playing a digital location-based mobile game that allows location spoofing in addition to automated locationing. Method. We used a constructive research approach and created a game specifically designed to allow location spoofing through self-reporting of player locations. We conducted three field trials with eight participants in total. They took part in separate field trials in groups of three, three, and two players. The participants were previously unknown to each other and commenced play at different locations inside the game area. Results and Conclusions. Qualitative analysis of the gathered video and interview material shows that the players spontaneously searched for unknown fellow players, which confirms earlier research on the topic. Further, behavioral and direct visual markers in the physical environment were reported to be the most significant cues in determining who is a player and who is not.
KW - Assisted Global Positioning System (A-GPS)
KW - Location-Based Mobile Games (LBMGs)
KW - Quick Response code (QR code)
KW - Uncle Roy All Around You (URAAY)
KW - User Interface (UI)
KW - digital games
KW - location-based mobile games
KW - pervasive games
UR - http://www.scopus.com/inward/record.url?scp=85058523618&partnerID=8YFLogxK
U2 - 10.1177/1046878118796056
DO - 10.1177/1046878118796056
M3 - Tidsskriftartikel
SN - 1046-8781
VL - 49
SP - 700
EP - 717
JO - Simulation & Gaming
JF - Simulation & Gaming
IS - 6
ER -