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Capturing the response of players to a location-based game
Journal of Personal and Ubiquitous Computing (2010)
  • Lynne Baillie, Glasgow Caledonian University
  • Lee Morton, Glasgow Caledonian University
  • David C. Moffatt, Glasgow Caledonian University
  • Stephen Uzor, Glasgow Caledonian University

Location-based games offer opportunities for us to learn more about people’s interactions and feelings towards the environment they are in as well as to understand more about the mental models and locations associated with known environments, e.g. a university campus with its associations of learning. In our study, we wanted to manipulate the activities in a game to take advantage of certain locations in the hope of producing certain emotional reactions. However, it is not enough to simply produce these reactions; one must also have a way of capturing any emotions produced whether these are the ones expected or not. The objective of this paper, therefore, was to trial a new methodology for location-based games that aims at capturing the players’ emotional reactions to the activities in a game whilst in certain locations. In order to test the methodology, we designed a location-based game that can be played on any Bluetooth-enabled mobile phone that has an accelerometer. The game has been designed to interweave with a persons’ normal activity. As a result, there is little distinction between gaming time and non-gaming time.

  • location,
  • mobile devices,
  • games
Publication Date
June 1, 2010
Publisher Statement
Originally published in: Journal of Personal and Ubiquitous Computing (2010), 15 (1), pp.13-24.
Citation Information
Lynne Baillie, Lee Morton, David C. Moffatt and Stephen Uzor. "Capturing the response of players to a location-based game" Journal of Personal and Ubiquitous Computing Vol. 15 Iss. 1 (2010)
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