Difference between revisions of "Self-Reported Positioning"

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<ref name="benford">Benford, S., Seager, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row Farr, J., Amanda Oldroyd, A., &
 
<ref name="benford">Benford, S., Seager, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row Farr, J., Amanda Oldroyd, A., &
 
Sutton, J. [http://www.mrl.nott.ac.uk/~sdb/research/downloadable%20papers/error%20of%20our%20ways.pdf The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game]. In Proceedings of Ubicomp 2004.</ref>
 
Sutton, J. [http://www.mrl.nott.ac.uk/~sdb/research/downloadable%20papers/error%20of%20our%20ways.pdf The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game]. In Proceedings of Ubicomp 2004.</ref>
 +
<ref name="gowalla">Wikipedia [http://en.wikipedia.org/wiki/Gowalla entry] for Gowalla.</ref>
 +
<ref name="foursquare">Wikipedia [http://en.wikipedia.org/wiki/Foursquare_(website) entry] for Foursquare.</ref>
 
</references>
 
</references>
  

Revision as of 08:06, 21 August 2012

Games where variations in players' physical locations are part of the gameplay but where the current locations are reported to the game by the players.

Some games use the location of players as input of the game state but need this information to be reported to where the game state is stored. When this is done by the explicit actions of players - and they can choose what location


Examples

Uncle Roy All Around You is the game that originated the concept of Self-Reported Positioning[1].

Anti-Examples

Location-based social network such as Foursquare[2] and Gowalla[3] let players check-in whenever they wish but the systems provide the actual information, so players cannot report other locations that ones where they actually are.

Using the pattern

Self-Reported Positioning


with Player-Location Proximity

Casual Gameplay

Can Modulate

Player-Location Proximity

Diegetic Aspects

Interface Aspects

Self-Reported Positioning is an Interface pattern since it makes players use an interface to tell the game system their positions.

Narrative Aspects

Consequences

Self-Facilitated Games

Relations

Can Instantiate

Self-Facilitated Games

with Player-Location Proximity

Casual Gameplay

Can Modulate

Player-Location Proximity

Can Be Instantiated By

-

Can Be Modulated By

-

Possible Closure Effects

-

Potentially Conflicting With

-

History

A pattern based upon the concept "Self-Reported Positioning", originally coined by the artist group Blast Theory and reseachers at the Mixed Reality Laboratory. See Benford et al. 2004[1] for more details.

  1. 1.0 1.1 Benford, S., Seager, W., Flintham, M., Anastasi, R., Rowland, D., Humble, J., Stanton, D., Bowers, J., Tandavanitj, N., Adams, M., Row Farr, J., Amanda Oldroyd, A., & Sutton, J. The Error of Our Ways: The Experience of Self-Reported Position in a Location-Based Game. In Proceedings of Ubicomp 2004.
  2. Wikipedia entry for Foursquare.
  3. Wikipedia entry for Gowalla.

References

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Acknowledgements