Abstract

This dissertation studies the design of location-based multi-player mobile games. These are games which are played using devices such as PDAs or, more recently, smartphones. The devices allow the players have access digital information during the game. An important aspect is that this information is related the location and state of the player. This context-sensitive information as well as the possibility play at places of cultural importance or other places of high information density offers the opportunity use this games for informal learning (e.g. by pupils who visit museums, archaeological parks etc.) The aim of this dissertation has been formulated as to support the design of location-based mobile games in places of informal learning. We followed a methodology based on design research and we examined the processes of designing, implementing and evaluating of these games. The methodological approach that we followed consisted of three stages. 1. Research clarification: the characteristics of location-based mobile games and of pervasive computing environments were examined, which play a significant role in the development of location-based games. 2. Development of design support, which was conducted in three stages. First, a solution for a real-world design problem was developed, a location-based mobile game for pupils who visit a museum. The result was the game MuseumScrabble. Additionally, the design practices of other design teams were studied. Study of design practices, applying an ethnographic content analysis approach. Six publications were analyzed which concerned three cases of designing, implementing and evaluating games of this kind. Design workshops were conducted where the participating designers, of varying and multi-disciplinary background, designed game concepts which were subsequently analyzed extract game design patterns. The results of these studies were three design support tools. A design framework, which describes the design space, a set of heuristic design guidelines and a number of game design patters which can support the task of designers. 3. Evaluation of the design support tools. By applying the design support in the development of a new game, «Invisible City: Rebels Vs. Spies», where the tools were employed at stages of the design. By studying the tools using a contextual inquiry technique, where it was asked of designers use the design support tools in order design a new game.

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