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O-Mopsi: Mobile Orienteering Game for Sightseeing, Exercising, and Education

Published:12 August 2017Publication History
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Abstract

Location-based games have been around already since 2000 but only recently when PokemonGo came to markets it became clear that they can reach wide popularity. In this article, we perform a literature-based analytical study of what kind of issues location-based game design faces, and how they can be solved. We study how to use and verify the location, the role of the games as exergames, use in education, and study technical and safety issues. As a case study, we present O-Mopsi game that combines physical activity with problem solving. It includes three challenges: (1) navigating to the next target, (2) deciding the order of targets, (3) physical movement. All of them are unavoidable and relevant. For guiding the players, we use three types of multimedia: images (targets and maps), sound (user guidance), and GPS (for positioning). We discuss motivational aspects, analysis of the playing, and content creation. The quality of experiences is reported based on playing in SciFest Science festivals during 2011--2016.

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              cover image ACM Transactions on Multimedia Computing, Communications, and Applications
              ACM Transactions on Multimedia Computing, Communications, and Applications  Volume 13, Issue 4
              November 2017
              362 pages
              ISSN:1551-6857
              EISSN:1551-6865
              DOI:10.1145/3129737
              Issue’s Table of Contents

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              Publication History

              • Published: 12 August 2017
              • Accepted: 1 June 2017
              • Received: 1 March 2017
              Published in tomm Volume 13, Issue 4

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