

Have recorded phone usage and location measurementsīetween June and September 2016. Reached 500 million installs, but afterwards interest faded.Īs part of a large scale "in the wild" mobile phone study we After its launch in July 2016, it quickly Pokémon GO was a short lived mobile location-based gaming The quality of experiences is reported based on playing in SciFest Science festivals during 2011-2016. We discuss motivational aspects, analysis of the playing, and content creation. For guiding the players, we use three types of multimedia: images (targets and maps), sound (user guidance), and GPS (for positioning). All of them are unavoidable and relevant. It includes three challenges: (1) navigating to the next target, (2) deciding the order of targets, (3) physical movement. As a case study, we present O-Mopsi game that combines physical activity with problem solving. We study how to use and verify the location, the role of the games as exergames, use in education, and study technical and safety issues. In this article, we perform a literature-based analytical study of what kind of issues location-based game design faces, and how they can be solved. Location-based games have been around already since 2000 but only recently when PokemonGo came to markets it became clear that they can reach wide popularity. Stepping upon those findings, the authors propose a revision of design guidelines relevant to control and challenge based on elaborate classification criteria for pervasive game prototypes.

The compilation of Barbarossa user evaluation results confirmed the limited applicability of existing guidelines and provided evidence that developers should handle core game elements, taking into account the game play characteristics derived from their scenario.

Using Barbarossa as a testbed, this study aims at validating the applicability of existing design guidelines across diverse game design approaches. This paper presents Barbarossa, a scenario-driven pervasive game that encompasses different game modes, purposely adopting opposing principles in addressing the core elements of challenge and control. Hence, the applicability of those design guidelines across the increasingly diverse landscape of pervasive games is questionable and should be investigated. Existing guidelines are typically extracted from a few empirical evaluations of pervasive game prototypes featuring incompatible scenarios, game play design and technical characteristics.
