skip to main content
10.1145/3027063.3053154acmconferencesArticle/Chapter ViewAbstractPublication PageschiConference Proceedingsconference-collections
abstract

"Get Off My Lawn!": Starting to Understand Territoriality in Location Based Mobile Games

Authors Info & Claims
Published:06 May 2017Publication History

ABSTRACT

With the increasing popularity of mobile video games, game designers and developers are starting to integrate geolocation information into such games. Although popular location-based games (LBGs) such as Ingress and Pokémon Go have millions of users, research still needs to be carried out to fully understand the ways in which such games impact upon a player's interaction with other players and their physical surroundings. Consequently, there is limited knowledge on how user behavior can be addressed and drawn upon as a design resource to further engage and motivate players to play. To further understand this, we developed a LBG called CityConqueror and have conducted an in 'the wild' study. This initial study starts to unpack the ways that human territoriality can be expressed in LBGs to facilitate player motivation, engagement and can support the integration of the game in the player's daily life. Based on our findings we propose a series of design implications for LBGs. The primary purpose of this paper is to draw attention to the importance of territoriality and the way that this can be drawn upon as a resource for design.

References

  1. Adriana de Souza e Silva, 2016. Pokémon Go as an HRG: Mobility, sociability and surveillance in hybrid spaces. Mobile Media & Communication (2016): 2050157916676232. [1]Google ScholarGoogle Scholar
  2. De Souza e Silva A and Hjorth L (2009) Playful urban space: a historical approach to mobile games. Simulation & Gaming 40(5): 602--625. [2] Google ScholarGoogle ScholarDigital LibraryDigital Library
  3. De Souza e Silva, A., and Sutko, D. M. (2008). Playing life and living play: how hybrid reality games reframe space, play, and the ordinary. Critical Studies in Media Communication, 25 (5), 447--465 [3] Google ScholarGoogle ScholarCross RefCross Ref
  4. Delaney, D. (2005). Territory: A Short Introduction. Oxford, UK: Blackwell. Google ScholarGoogle ScholarCross RefCross Ref
  5. Drozd, A., Benford, S., Tandavanitj, N., Wright, M. and Chamberlain, A. Hitchers: Designing for Cellular Positioning. Lecture Notes in Computer Science, (2006), 279--296. Google ScholarGoogle ScholarDigital LibraryDigital Library
  6. FitzGerald, E., Taylor, C. and Craven, M. To the Castle! A comparison of two audio guides to enable public discovery of historical events. Personal and Ubiquitous Computing 17, 4 (2012), 749--760. Google ScholarGoogle ScholarDigital LibraryDigital Library
  7. Huizinga JH (1992 [1938]) Homo Ludens: A Study of the Play-Element in Culture. Boston. Beacon Press.Google ScholarGoogle Scholar
  8. Humphreys, L. and Liao, T. 2013. Foursquare and the parochialization of public space. First Monday, 18(11). Google ScholarGoogle ScholarCross RefCross Ref
  9. Janne Lindqvist, et al. 2011. I'm the Mayor of My House: Examining Why People Use foursquare -- a Social-Driven Location Sharing Application. Proceedings of the SIGCHI conference on human factors in computing systems. ACM, 2011. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Joanna Brewer and Paul Dourish, 2008. Storied spaces: Cultural accounts of mobility, technology, and environmental knowing. International Journal of Human-Computer Studies 66(12): 963--976. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Jordan Frith, 2012. Location--based social networks and mobility patterns: An empirical examination of how Foursquare use affects where people go. Pan American Mobilities Network (Raleigh, N.C.).Google ScholarGoogle Scholar
  12. Lyn H. Lofland, 1998. The public realm: Exploring the city's quintessential social territory. Transaction Publishers.Google ScholarGoogle Scholar
  13. Maryam Fazel, Lakshmi Priya Rajendran, 2015. Image of place as a byproduct of medium: Understanding media and place through case study of Foursquare. City, Culture and Society 6.1 (2015): 19--33. Google ScholarGoogle ScholarCross RefCross Ref
  14. Michael Saker, Leighton Evans, 2016. Everyday life and locative play: an exploration of Foursquare and playful engagements with space and place. Media, Culture & Society 2016, Vol. 38(8) 1169 --1183. Google ScholarGoogle ScholarCross RefCross Ref

Index Terms

  1. "Get Off My Lawn!": Starting to Understand Territoriality in Location Based Mobile Games

      Recommendations

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        cover image ACM Conferences
        CHI EA '17: Proceedings of the 2017 CHI Conference Extended Abstracts on Human Factors in Computing Systems
        May 2017
        3954 pages
        ISBN:9781450346566
        DOI:10.1145/3027063

        Copyright © 2017 Owner/Author

        Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 6 May 2017

        Check for updates

        Qualifiers

        • abstract

        Acceptance Rates

        CHI EA '17 Paper Acceptance Rate1,000of5,000submissions,20%Overall Acceptance Rate6,164of23,696submissions,26%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader