Abstract
This paper describes the design, implementation, and initial testing of a reusable platform for the creation of pervasive games with geo-localization services. We concentrate on role-playing games built by combining several types of simpler mini-games having three major components: Quests; Collectables; and Non-player characters (NPC). Quests encourage players to be active in their physical environment and take part in collaborative play; Collectables provide motivation; and NPCs enable player-friendly interaction with the platform. Each of these elements poses different technical requirements, which were met by implementing the gaming platform using the inTrack pervasive middle-ware being developed by our group. Several sample games were implemented and tested within the urban environment of Kyoto, Japan, using gaming clients running on mobile phones from NTT DoCoMo, Japan’s largest mobile provider.
The original version of this chapter was revised: The copyright line was incorrect. This has been corrected. The Erratum to this chapter is available at DOI: 10.1007/978-3-642-02315-6_30
This is a preview of subscription content, log in via an institution.
Buying options
Tax calculation will be finalised at checkout
Purchases are for personal use only
Learn about institutional subscriptionsPreview
Unable to display preview. Download preview PDF.
References
Brown, D.: Playing to Win: Video Games and the Fight against Obesity. Journal of the American Dietetic Association 106(2), 188–189 (2006)
Lanningham-Foster, L., et al.: Expenditure of Sedentary Screen Time Compared With Active Screen Time. Pediatrics 118(6), E1831 (2006)
Let’s Get Physical, The Economist, March 8 (2007)
McNicol, T.: Meet the Geek Elite. Wired Magazine (July 2006)
Itou, J.: Shakaiteki Hikikomori wo Meguru Tiiki Seisin Hoken Katudou No Guide-line (Guideline on Mental Health Activities in Communities for Social Withdrawal), Ministry of Health, Labor, and Welfare, Tokyo (2003)
Wikipedia, http://en.wikipedia.org/wiki/Rebus (accessed January 22, 2009)
NTT DoCoMo, http://www.nttdocomo.co.jp/english/service/imode/about/index.html (accessed January 27, 2009)
NTT DoCoMo, http://www.nttdocomo.co.jp/english/service/imode/make/content/iappli/architecture/index.html (accessed January 27, 2009)
Matyas, S.: Playful Geospatial Data Acquisition by Location-based Gaming Communities. The International Journal of Virtual Realities 6(3), 1–10 (2007)
Liechti, O.: Fun on the wheels: the ubike social application. In: International Workshop on Ubiquitous Computing and Wellness, UBICOMP 2007 (2007)
Liechti, O., Burnet, C.: Social data analysis and physical activity. In: Proceedings of the International Workshop on Social Data Analysis at ACM CHI 2008 (2008)
Author information
Authors and Affiliations
Editor information
Editors and Affiliations
Rights and permissions
Copyright information
© 2009 ICST Institute for Computer Science, Social Informatics and Telecommunications Engineering
About this paper
Cite this paper
Prévost, L., Liechti, O., Lyons, M.J. (2009). Design and Implementation of a Mobile Exergaming Platform. In: Nijholt, A., Reidsma, D., Hondorp, H. (eds) Intelligent Technologies for Interactive Entertainment. INTETAIN 2009. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 9. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-02315-6_22
Download citation
DOI: https://doi.org/10.1007/978-3-642-02315-6_22
Publisher Name: Springer, Berlin, Heidelberg
Print ISBN: 978-3-642-02314-9
Online ISBN: 978-3-642-02315-6
eBook Packages: Computer ScienceComputer Science (R0)