A4 Refereed article in a conference publication

A review of location-based games: Do they all support exercise, social interaction and cartographical training?




AuthorsSamuli Laato, Tarja Pietarinen, Sampsa Rauti, Nobufumi Inaba, Erkki Sutinen

EditorsH. Lane, Susan Zvacek, James Uhomoibhi

Conference nameInternational Conference on Computer Supported Education

PublisherSciTePress

Publication year2019

Book title Proceedings of the 11th International Conference on Computer Supported Education - (Volume 1)

Journal name in sourceCSEDU 2019 - Proceedings of the 11th International Conference on Computer Supported Education

Volume1

First page 616

Last page627

ISBN978-9-89-758367-4

DOIhttps://doi.org/10.5220/0007801206160627

Self-archived copy’s web addresshttps://research.utu.fi/converis/portal/detail/Publication/41781655


Abstract

Studies
on location-based games ubiquitously report positive learning outcomes
for the players. Particularly these games are shown to promote exercise,
encourage to social interaction and increase geographical and
cartographical knowledge. To find out whether these positive effects are
game-specific or characteristic to all location-based games, we conduct
a software search for available location-based games on iOS and Android
platforms and evaluate if and how exercise, cartographical training and
social interaction are supported. Based on our results we were able to
identify six sub-genres of location-based games, and the positive
effects associated with each genre. The most popular category in terms
of number of games was scavenger hunts and the most popular category in
terms of active installs on Android and iOS was location-based MMORPG’s.
Presence of factors associated with immersion and mixed reality were
paired with the popularity and positive outcomes of the games.
Cartographi
cal
practise, social interaction and exercise were supported the most in
the location-based MMORPG sub-genre, to which, for example, Pokémon GO
belongs to


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