Advertisement

Geogames: A Conceptual Framework and Tool for the Design of Location-Based Games from Classic Board Games

  • Christoph Schlieder
  • Peter Kiefer
  • Sebastian Matyas
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3814)

Abstract

Location-based games introduce an element that is missing in interactive console games: movements of players involving locomotion and thereby the physical effort characteristic of any sportive activity. The paper explores how to design location-based games combining locomotion with strategic reasoning by using classical board games as templates. It is shown that the straightforward approach to “spatialize” such games fails. A generic approach to spatialization is presented and described within a conceptual framework that defines a large class of geogames. The framework is complemented by a software tool allowing the game designer to find the critical parameter values which determine the game’s balance of reasoning skills and motoric skills. In order to illustrate the design method, a location-based version of the game TicTacToe is defined and analyzed.

Keywords

Synchronization Time Environmental Space Game Designer Reasoning Skill Board Game 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Björk, S., Falk, J., Hansson, R., Ljungstrand, P.: Pirates! - Using the Physical World as a Game Board. Paper at Interact 2001, IFIP TC.13 Conference on Human-Computer Interaction, Tokyo, Japan, July 9-13 (2001)Google Scholar
  2. 2.
    Buro, M.: Experiments with Multi-ProbCut and a new high-quality evaluation function for Othello. In: van den Herik, H.J., Iida, H. (eds.) Games in AI Research (1999)Google Scholar
  3. 3.
    Flintham, M., Anastasi, R., Benford, S.D., Hemmings, T., Crabtree, A., Greenhalgh, C.M., Rodden, T.A., Tandavanitj, N., Adams, M., Row-Farr, J.: Where on-line meets on-the-streets: experiences with mobile mixed reality games. In: Proceedings of the CHI 2003 Conference on Human Factors in Computing Systems, Ft. Lauderdale, FL, April 2003. ACM Press, New York (2003)Google Scholar
  4. 4.
    Kiefer, P., Matyas, S., Schlieder, C.: State space analysis as a tool in the design of a smart opponent for a location-based game. In: Proceedings of the Games Convention Developer Conference “Computer Science and Magic”, Leipzig, Germany (2005)Google Scholar
  5. 5.
    Kovarsky, A., Buro, M.: Heuristic Search Applied to Abstract Combat Games. In: Proceedings of the The Eighteenth Canadian Conference on Artificial Intelligence, Victoria (2005)Google Scholar
  6. 6.
    Montello, D.: Scale and Multiple Psychologies of Space. In: Campari, I., Frank, A.U. (eds.) COSIT 1993. LNCS, vol. 716, pp. 312–321. Springer, Heidelberg (1993)Google Scholar
  7. 7.
    Natkin, S., Vega, L.: Petri net modeling for the analysis of the ordering of actions in computer games. In: Mehdi, Q., Gough, N. (eds.) GAME-ON, 2003, 4th International Conference on Intelligent Games and Simulation, pp. 82–89 (2003)Google Scholar
  8. 8.
    Nicklas, D., Pfisterer, C., Mitschang, B.: Towards Location-based Games. In: Alfred, L.W.S., Man, W.H., Wai, W., Tse Ning, C. (eds.) Proceedings of the International Conference on Applications and Development of Computer Games in the 21st Century: ADCOG 21, Hongkong Special Administrative Region, China, November 22-23 (2001)Google Scholar
  9. 9.
    Russell, S., Norvig, P.: Artificial Intelligence. In: Pompili, M. (ed.) A Modern Approach. Prentice Hall, Englewood Cliffs (2003)Google Scholar
  10. 10.
    Thomas, B., Close, B., Donoghue, J., Squires, J., De Bondi, P., Morris, M., Piekarski, W.: ARQuake: An outdoor/indoor augmented reality first person application. In: Fourth International Symposium on Wearable Computers (ISWC 2000), Atlanta, Georgia (2000)Google Scholar
  11. 11.
    Vega, L., Grünvogel, S.M., Natkin, S.: A new Methodology for Spatiotemporal Game Design. In: Mehdi, Q., Gough, N. (eds.) Proceedings of the CGAIDE 2004, Fifth Game-On International Conference on Computer Games: Artificial Intelligence, Design and Education, pp. 109–113 (2004)Google Scholar

Copyright information

© Springer-Verlag Berlin Heidelberg 2005

Authors and Affiliations

  • Christoph Schlieder
    • 1
  • Peter Kiefer
    • 1
  • Sebastian Matyas
    • 1
  1. 1.Laboratory for Semantic Information ProcessingOtto-Friedrich-University BambergBambergGermany

Personalised recommendations