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A map of players' trails in a location-based game
A location-based game (also called location-enabled game, Geolocation-based video game, or simply geo game) is a type of game in which the gameplay evolves and progresses via a player's real world location. Location-based games must provide some mechanism to allow the player to report their location, usually with GPS. Many location-based video games are video games that run on a mobile phone, using its GPS capability.
“Urban games” or “street games” are typically multiplayer location-based games played using city streets and built up urban environments. Various mobile devices can be used to play location-based games; these games have been referred to as “location-based mobile games,”[1] merging the concept of location-based games and mobile games.
Mobile devices can be used to play location-based games; these games have been referred to as “location-based mobile games.”
Geocaching is an outdoor recreational activity in which participants use a Global Positioning System (GPS) receiver or mobile device and other navigational techniques to hide and seek containers.
Some location-based games that are video games have used embedded mobile technologies such as near field communication, Bluetooth and UWB. Examples of location-based video games are Ingress (2013), Pokémon Go (2016) and the discontinued Minecraft Earth (2019). Pikmin Bloom (2021) bears similiarity to Pokémon Go, rewarding players with Pikmin creatures for spending time outside.
Such video games have also commonly used augmented reality to create an immersive experience for gamers.
Location-based games may induce learning, with researchers having observed that these activities produce learning that is social, experiential and situated.[3] Learning, however, is related to the objectives of the game designers. In a survey of location-based games, (Avouris & Yiannoutsou, 2012)[4] it was observed that in terms of the main objective, these games may be categorized as ludic (e.g., games that are created for fun), pedagogic, (e.g., games created mainly for learning), and hybrid, (e.g., games with mixed objectives). The ludic group, are to a large extent action oriented, involving either shooting, action or treasure hunt type of activities. These are weakly related to a narrative and a virtual world.
The role-playing version of these games have a higher learning potential, which has been confirmed by studies on students using location based games for learning.[5] On the other hand, the social interaction that takes place and skills related to strategic decisions, observation, planning and physical activity are the main characteristics of this strand in terms of learning. The pedagogic group of games involve participatory simulators, situated language learning and educational action games. Finally, the hybrid games are mostly museum location-based games and mobile fiction, or city fiction.