Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning

This article reports on the design and evaluation of player experiences in relation to a location-based game (LBG). LBGs seek to move gamified play into the “real world” of cities, parks, and other locations. These games are played in everyday places, where game information is tied to specific loca...

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Main Authors: Katriina Heljakka, Pirita Ihamäki
Format: Article
Language:English
Published: DigiMedia - Digital Media and Interaction Research Center 2018-12-01
Series:Journal of Digital Media & Interaction
Subjects:
Online Access:https://proa.ua.pt/index.php/jdmi/article/view/955
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spelling doaj-a5fe98693dd4461ab587e40621fe9ca02021-07-07T16:36:09ZengDigiMedia - Digital Media and Interaction Research CenterJournal of Digital Media & Interaction2184-31202018-12-011210.34624/jdmi.v1i2.955Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful LearningKatriina Heljakka0Pirita Ihamäki1University of TurkuPrizztech Ltd This article reports on the design and evaluation of player experiences in relation to a location-based game (LBG). LBGs seek to move gamified play into the “real world” of cities, parks, and other locations. These games are played in everyday places, where game information is tied to specific locations (Magerkurth et al, 2005). This connection to real-world physicality makes the game experience multidimensional and fun for players of different ages. Yet, to be able to envision and create an urban gamescape means that a set of criteria must be met. The unique challenge of creating and orchestrating LBG experiences requires a certain sensitivity from its designers to the multiple factors that must be considered. These may include—but are not limited to—factors such as the city’s infrastructure, the flows of urban traffic, the maintenance of recreational areas, and human-related factors such as cooperation with the city administration. The game introduced in this article—Sigrid-Secrets—represents an urban game adventure built upon the platform of geocaching. We approach the game with a focus on its potential learning affordances. We ask how the pitfalls in creating opportunities for learning through LBGs could be avoided, especially when designing pedagogic aims into an urban gaming experience fit for school-aged children. https://proa.ua.pt/index.php/jdmi/article/view/955Pervasive GamescapeLocation-based GameEducational GameGeocachingGamebased Learning
collection DOAJ
language English
format Article
sources DOAJ
author Katriina Heljakka
Pirita Ihamäki
spellingShingle Katriina Heljakka
Pirita Ihamäki
Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning
Journal of Digital Media & Interaction
Pervasive Gamescape
Location-based Game
Educational Game
Geocaching
Gamebased Learning
author_facet Katriina Heljakka
Pirita Ihamäki
author_sort Katriina Heljakka
title Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning
title_short Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning
title_full Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning
title_fullStr Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning
title_full_unstemmed Designing a Pervasive Adventure Gamescape: Avoiding the Pitfalls in Creating Augmented LBGs for Playful Learning
title_sort designing a pervasive adventure gamescape: avoiding the pitfalls in creating augmented lbgs for playful learning
publisher DigiMedia - Digital Media and Interaction Research Center
series Journal of Digital Media & Interaction
issn 2184-3120
publishDate 2018-12-01
description This article reports on the design and evaluation of player experiences in relation to a location-based game (LBG). LBGs seek to move gamified play into the “real world” of cities, parks, and other locations. These games are played in everyday places, where game information is tied to specific locations (Magerkurth et al, 2005). This connection to real-world physicality makes the game experience multidimensional and fun for players of different ages. Yet, to be able to envision and create an urban gamescape means that a set of criteria must be met. The unique challenge of creating and orchestrating LBG experiences requires a certain sensitivity from its designers to the multiple factors that must be considered. These may include—but are not limited to—factors such as the city’s infrastructure, the flows of urban traffic, the maintenance of recreational areas, and human-related factors such as cooperation with the city administration. The game introduced in this article—Sigrid-Secrets—represents an urban game adventure built upon the platform of geocaching. We approach the game with a focus on its potential learning affordances. We ask how the pitfalls in creating opportunities for learning through LBGs could be avoided, especially when designing pedagogic aims into an urban gaming experience fit for school-aged children.
topic Pervasive Gamescape
Location-based Game
Educational Game
Geocaching
Gamebased Learning
url https://proa.ua.pt/index.php/jdmi/article/view/955
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