Location-based game

Last updated
A map of players' trails in a location-based game Trail on a location-based game.jpg
A map of players' trails in a location-based game

A location-based game (also called location-enabled game, geolocation-based 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.

Contents

“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.

Games

Location based-games can be digital or physical in nature. For example, 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. In contrast, games such as Pokémon Go are fully contained in digital devices with very little to no interaction or effect on the physical world.

A Pokestop at Aeon Town Higashi-Osaka, an example of a real-world marking for the location-based game Pokemon GO Poke Stop.jpg
A Pokestop at Aeon Town Higashi-Osaka, an example of a real-world marking for the location-based game Pokémon GO

Technology

Some location-based games that are video games have used embedded mobile technologies such as near field communication, Bluetooth and UWB. Such video games have also commonly used augmented reality to create an immersive experience. Games such as Pokémon Go and Ingress also use an Image Linked Map (ILM) interface, where approved geotagged locations appear on a stylized map generated based on GPS data for the user to interact with. [2]

Early location-based video games typically used SMS as a medium and located players using cellular network's control plane locating requiring no additional capabilities from the user's device. [3]

Learning

Location-based games may induce learning, with researchers having observed that these activities produce learning that is social, experiential and situated. [4] It supports learning in Geography and other subjects including environmental education. Learning, however, is related to the objectives of the game designers. In a survey of location-based games, (Avouris & Yiannoutsou, 2012) [5] 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. [6] 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.

Concerns

In a paper titled "Death by Pokémon GO", researchers at Purdue University’s Krannert School of Management claim the game caused "a disproportionate increase in vehicular crashes and associated vehicular damage, personal injuries, and fatalities in the vicinity of locations, called PokéStops, where users can play the game while driving." [7] Using data from one municipality, the paper extrapolates what that might mean nationwide and concluded "the increase in crashes attributable to the introduction of Pokémon GO is 145,632 with an associated increase in the number of injuries of 29,370 and an associated increase in the number of fatalities of 256 over the period of 6 July 2016, through 30 November 2016." The authors extrapolated the cost of those crashes and fatalities at between $2 billion and $7.3bn for the same period.

Legality

The nature of location-based gaming may mean that certain real-world locations will be visited by higher-than-normal numbers of people who are playing the game, which generally has been received favorably by nearby attractions or local businesses. However, these games may generate activity at locations that are privately-owned or have access limits, or otherwise cause undesirable congestion.

Pokémon Go notably has several publicized events of players being drawn to inappropriate locations for the game, requiring the developer to manually remove these areas from the game. [8] [9] [10] In one of the first legal challenges for location-based gaming, a Federal District court ruled that a Wisconsin county ordinance to require game developers of such location-based games to get appropriate permits to allow locations in the county's public park systems was likely unconstitutional. While the county had felt there was no First Amendment rights involved due to how locations were generated in-game, the Federal judge disagreed. [11]

The interaction of location-bound augmented reality with property law is largely undefined. [12] [13] Several models have been analysed for how this interaction may be resolved in a common law context: an extension of real property rights to also cover augmentations on or near the property with a strong notion of trespassing, forbidding augmentations unless allowed by the owner; an 'open range' system, where augmentations are allowed unless forbidden by the owner; and a 'freedom to roam' system, where real property owners have no control over non-disruptive augmentations. [14]

One issue experienced during the Pokémon Go craze was the game's players disturbing owners of private property while visiting nearby location-bound augmentations, which may have been on the properties or the properties may have been en route. The terms of service of Pokémon Go explicitly disclaim responsibility for players' actions, which may limit (but may not totally extinguish) the liability of its producer, Niantic, in the event of a player trespassing while playing the game: by Niantic's argument, the player is the one committing the trespass, while Niantic has merely engaged in permissible free speech. A theory advanced in lawsuits brought against Niantic is that their placement of game elements in places that will lead to trespass or an exceptionally large flux of visitors can constitute nuisance, despite each individual trespass or visit only being tenuously caused by Niantic. [15] [16] [17]

Another claim raised against Niantic is that the placement of profitable game elements on land without permission of the land's owners is unjust enrichment. [18] More hypothetically, a property may be augmented with advertising or disagreeable content against its owner's wishes. [19] Under American law, these situations are unlikely to be seen as a violation of real property rights by courts without an expansion of those rights to include augmented reality (similarly to how English common law came to recognise air rights). [18]

Some attempts at legislative regulation have been made in the United States. Milwaukee County, Wisconsin, attempted to regulate augmented reality games played in its parks, requiring prior issuance of a permit, [20] but this was criticised on free speech grounds by a federal judge; [21] and Illinois considered mandating a notice and take down procedure for location-bound augmentations. [22]

Consumer countries

Japan is the world's biggest market for consumer spending on location-based titles like Pokémon Go and Dragon Quest Walk, having generated over $620 million in 2023 which is equal to 50% of the global revenue. [23] By comparison, the United States is the second largest market for this genre spending over $380 million on the top five games. South Korea's spending on its top five came in at less than $16 million. [24]

Notable examples

See also

Related Research Articles

<span class="mw-page-title-main">Geocaching</span> Outdoor recreational activity

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, called geocaches or caches, at specific locations marked by coordinates all over the world. The first geocache was placed in 2000, and by 2023 there were over 3 million active caches worldwide.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

Augmented reality (AR) is an interactive experience that combines the real world and computer-generated 3D content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. As such, it is one of the key technologies in the reality-virtuality continuum.

<span class="mw-page-title-main">Mobile game</span> Video game played on a mobile device

A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.

<span class="mw-page-title-main">John Hanke</span> American technology executive (born 1967)

John Hanke is an American technology executive. Hanke led Google's Geo product division, which includes Google Earth, Google Maps, StreetView, SketchUp, and Panoramio. He is founder and CEO of Niantic, Inc., a software company spun out of Google and the creator of Pokémon Go.

A pervasive game is one where the gaming experience is extended out into the real world, or where the fictional world in which the game takes place blends with the physical world. The "It's Alive" mobile games company described pervasive games as "games that surround you," while Montola, Stenros, and Waern's book Pervasive Games defines them as having "one or more salient features that expand the contractual magic circle of play spatially, temporally, or socially." The concept of a "magic circle" draws from the work of Johan Huizinga, who describes the boundaries of play.

<i>Ingress</i> (video game) Location-based augmented reality mobile game

Ingress is an augmented reality (AR) mobile game developed and published by Niantic for Android and iOS devices. The game was first released on December 14, 2013, for Android devices and then for iOS devices on July 14, 2014. The game is free-to-play, uses a freemium business model, and supports in-app purchases for additional in-game items. The mobile app has been downloaded more than 20 million times worldwide as of November 2018.

<span class="mw-page-title-main">Niantic, Inc.</span> Mobile app and video game development company

Niantic, Inc. is an American software development company based in San Francisco. Niantic is best known for developing the augmented reality mobile games Ingress and Pokémon Go. The company was formed as Niantic Labs in 2010 as an internal startup within Google. The company became an independent entity in October 2015 when Google restructured under Alphabet Inc. Niantic has additional offices in Bellevue, Los Angeles, Sunnyvale, Seattle, Lawrence, Tokyo, London, Hamburg, and Zürich.

<i>Pokémon Go</i> 2016 mobile game

Pokémon Go is a 2016 augmented reality (AR) mobile game, part of the Pokémon franchise, developed and published by Niantic in collaboration with Nintendo and The Pokémon Company for iOS and Android devices. It uses mobile devices with GPS to locate, capture, train, and battle virtual Pokémon, which appear as if they are in the player's real-world location. The game is free-to-play; it uses a freemium business model combined with local advertising and supports in-app purchases for additional in-game items. The game launched with around 150 species of Pokémon, which had increased to around 870 by late 2024.

<i>Harry Potter: Wizards Unite</i> Defunct location-based augmented reality mobile game

Harry Potter: Wizards Unite was an augmented reality (AR) mobile game developed by Niantic and WB Games San Francisco, and published by Niantic, under license from Portkey Games. The game is based on the Harry Potter series and part of the Wizarding World media franchise, created by J. K. Rowling. Wizards Unite begins as the player creates their avatar and starts their journey at the player's real world location. The player character engages with the world by casting spells, discovering artefacts and facing known characters and beasts of the Wizarding World universe.

<span class="mw-page-title-main">Nintendo mobile games</span> Overview of mobile games by and the relationship with mobile games of Nintendo

Nintendo, a Japanese home and handheld video game console manufacturer and game developer, has traditionally focused on games that utilize unique elements of its consoles. However, in the early 2010s, the company saw several successive fiscal quarters where they were running at an operating loss. This financial turmoil prompted a shift in strategy to enter the mobile gaming market with the aid of mobile platform development partner DeNA, using mobile titles as a marketing tool to entice that audience into purchasing Nintendo's dedicated video game hardware.

<span class="mw-page-title-main">Portkey Games</span> Video game label

Portkey Games is a video game label owned by Warner Bros. Games founded in 2017 and dedicated to creating gaming experiences related to the Wizarding World. In the beginning, the company's primary focus was on publishing mobile games, but in 2023, they diversified by launching Hogwarts Legacy for both PC and consoles.

Cluetivity is a geolocation-based and augmented reality (AR) software platform owned by Life Action Games GmbH. Founded in 2010 by a group of scavenger hunt and tech fans, Cluetivity offers both outdoor and indoor interactive games for iOS devices. The company is currently led by CEO Michael Schiemann.

Since its release in 2016, multiple real-life events and gatherings based on the augmented reality (AR) mobile game Pokémon Go have been held by its developer Niantic Labs outside of unofficial player gatherings. Typically, the events involve increased in-game rewards for participating players and are often held in cooperation with local organizations or governments.

Tsunekazu Ishihara is a Japanese video game designer, director, producer and businessman who is the president of The Pokémon Company. Prior to working with the Pokémon series, Ishihara was part of Ape Inc. and worked on titles such as EarthBound, and then years later he founded Creatures Inc.

<i>Catan: World Explorers</i> Location-based augmented reality mobile game

Catan: World Explorers was an augmented reality (AR) mobile game developed by Nerd Ninjas, and published by Niantic, based on the board game Settlers of Catan. It was announced in 2019, soft-launched in some countries the following year, and discontinued in November 2021.

<i>Pikmin Bloom</i> 2021 mobile game

Pikmin Bloom is a 2021 augmented reality mobile game in the Pikmin series, developed and published by Niantic. Like Pokémon Go, it rewards players for spending time outside. The player's real-world movements are rewarded with items for Pikmin creatures. Its worldwide rollout began in late October 2021.

<i>Monster Hunter Now</i> 2023 mobile game

Monster Hunter Now is a 2023 augmented reality mobile game in the Monster Hunter series, developed by Niantic and Capcom and published by the former. It was released worldwide on September 14, 2023 and has accumulated 15 million downloads by 2024.

References

  1. von Borries, Friedrich; Walz, Steffen P.; Böttger, Matthias, eds. (2007), "BotFighters: A Game That Surrounds You", Space Time Play, Basel, Boston, Berlin: Birkhäuser Verlag AG, pp. 226–227, ISBN   978-3-7643-8414-2
  2. Borge, Ariel (July 11, 2016). "The story behind 'Pokémon Go's' impressive mapping". Mashable . Retrieved July 13, 2016.
  3. "Have Cell Phone, Will Shoot". Wired . 2002-02-08. Retrieved 2024-10-08.
  4. de Souza e Silva, A; Delacruz, G.C. (July 2006). "Hybrid Reality Games Reframed Potential Uses in Educational Contexts". Games and Culture . 1 (3): 231–251. doi:10.1177/1555412006290443. S2CID   73693281.
  5. Avouris, N; Yiannoutsou N. (2012). "A review of mobile location-based games for learning across physical and virtual spaces". Journal of Universal Computer Science . 18.
  6. Wake, Jo Dugstad (2013). "Mobile, location-based games for learning, Developing, deploying and evaluating mobile game technology in education". research gate.net.
  7. Faccio, Mara; McConnell, John J. (2017). "Death by Pokémon GO". doi:10.2139/ssrn.3073723. SSRN   3073723.
  8. Velloso, Eduardo; Carter, Marcus (July 12, 2016). "Some places should be off limits for games such as Pokémon GO". The Conversation. Retrieved July 13, 2016.
  9. "Holocaust Museum, Auschwitz want Pokémon Go hunts out". USA Today. Retrieved July 13, 2016.
  10. Phillips, Tom (July 12, 2016). "Holocaust museum pleads: stop playing Pokémon Go here". Eurogamer . Retrieved July 13, 2016.
  11. Kravets, David (July 20, 2017). "Augmented reality wins big in 1st Amendment legal flap". Ars Technica . Retrieved July 20, 2017.
  12. McClure 2017, p. 364-366.
  13. McEvoy, Fiona J (June 4, 2018). "What Are Your Augmented Reality Property Rights?". Slate . Retrieved May 31, 2022.
  14. Mallick 2020, p. 1068-1072.
  15. McClure 2017, p. 341-343.
  16. McClure 2017, p. 347-351.
  17. Conroy 2017, p. 20.
  18. 1 2 McClure 2017, p. 351-353.
  19. Conroy 2017, p. 21-22.
  20. McClure 2017, p. 354-355.
  21. "Judge halts Wisconsin county rule for apps like Pokemon Go". Associated Press. July 21, 2017.
  22. McClure 2017, p. 356-357.
  23. TSUJI, HIDEYUKI. "日本の位置情報ゲームの年間収益は6億ドル以上で世界の約50%、ドラクエウォークは月間滞在時間10時間以上が30%以上". Sensor Tower. Retrieved August 18, 2024.
  24. Batchelor, James (February 13, 2024). "Japan spent more than $620m on location-based games in 2023". Games Industry. Retrieved August 18, 2024.
  25. von Borries, Friedrich; Walz, Steffen P.; Böttger, Matthias, eds. (2007), "BotFighters: A Game That Surrounds You", Space Time Play, Basel, Boston, Berlin: Birkhäuser Verlag AG, pp. 226–227, ISBN   978-3-7643-8414-2

Works cited