Abstract

The development of game experiences based on the player’s location is becoming increasingly popular. This games are used to increase players’ skills and knowledge about a particular topic in different contexts like education, health and tourism. When pervasive or narrative components are added, it becomes evident the need for a tool to manage the information in an appropriate and dynamic way. When we talk about pervasiveness, in addition to the elements of space and time, there is an additional component related to social interaction, which can be achieved through the exchange of information between various games to provide a better player experience. For this reason, in this article we present a platform enabled for the creation and edition of game experiences based on the player’s location. Which has the ability to exchange information between projects, including narrative in the different games. A developed experience evidences the relevance of this platform in the education context.

Highlights

  • IntroductionGames based on players’ location involve a component that is not found in console games: the locomotion of players through the outside world and, possibly, the realization of physical activities [1], taking the players into a highly pervasive environment

  • This paper presents a proposal of a pedagogic instrument design method based on experiential work as learning engine and gamification as a transversal motivating element

  • This method includes five components that cover the whole process of pedagogic instrument design, from preparation and design, going through the pilotage of application of the instrument to test his mechanics and goals, until reach the schedule and assessment of the instrument once it has been applied to the target audience

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Summary

Introduction

Games based on players’ location involve a component that is not found in console games: the locomotion of players through the outside world and, possibly, the realization of physical activities [1], taking the players into a highly pervasive environment. Hazeyama [8] presents a learning environment for collaborative software development associating artifacts management with communication support. Such management is supported by a tool providing functions like file-based artefacts management, planning and progress report management, meeting minute management and announcement from teaching staff the student progress in the proposed activities. Dubois and Tamburrelli [10] promote the gamification usage for engaging, training, and monitoring students involved in the software products development from inception to maintenance phases. They propose a strategy based in three complementary activities: (1) analyze gamification approaches and identify the most appropriated to be

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