In the recent years location-based services have become more and more popular due to advanced mobile devices that make the use of these services very convenient. With the rise of location-based services location-based games will also gain popularity and become more wide spread.
This seminar paper describes game patterns and new game types that are possible with location based games. It also examines different techniques to determine the geolocation of players, and it analyses the changes to the game experiences known from traditional video games.
Ultimately this paper gives an overview of the current state of the art concerning location-based games and discusses several issues and possibilities concerning the implementation of one.
Contents
1 Introduction
2 Overview
2.1 Game Patterns of LBGs
2.2 Search-and-Find
2.3 Follow-the-Path
2.4 Chase-and-Catch
2.5 Change-of-Distance
2.6 LBG Usage Possibilities
2.7 Entertainment
2.8 Education
2.9 Physical Activity
2.10 Advertising
2.11 Data Acquisition
3 Determining Player Positions
3.1 (A-)GPS
3.2 Cell-ID
3.3 Wi-Fi Access Points
3.4 IP Geolocating
3.5 Real World Artifacts
3.6 Self-reported Positioning
3.7 Combination of Methods
4 Changes to the Game Experience
4.1 Social Interaction
4.2 Perception of Real World . .
5 Conclusion
6 Future Challenges
6.1 Energy Consumption
6.2 (In)Accuracy of Positioning Systems
6.3 Location-based Cheating
6.4 Telling a Story
6.5 Delimiting the Game Field
- Quote paper
- L. A. Lehmann (Author), 2012, Location-based Mobile Games, Munich, GRIN Verlag, https://www.grin.com/document/187510
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