Software Architecture for Location-Based Games Designed for Social Interaction in Public Space

Conference Paper (2022)
Author(s)

Xavier Fonseca (TU Delft - System Engineering)

S.G. Lukosch (TU Delft - System Engineering)

F.M. Brazier (TU Delft - System Engineering)

Research Group
System Engineering
Copyright
© 2022 Xavier Fonseca, S.G. Lukosch, F.M. Brazier
DOI related publication
https://doi.org/10.1007/978-3-031-15325-9_16
More Info
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Publication Year
2022
Language
English
Copyright
© 2022 Xavier Fonseca, S.G. Lukosch, F.M. Brazier
Research Group
System Engineering
Bibliographical Note
Green Open Access added to TU Delft Institutional Repository ‘You share, we take care!’ – Taverne project https://www.openaccess.nl/en/you-share-we-take-care Otherwise as indicated in the copyright section: the publisher is the copyright holder of this work and the author uses the Dutch legislation to make this work public. @en
Pages (from-to)
213-228
ISBN (print)
9783031153242
Reuse Rights

Other than for strictly personal use, it is not permitted to download, forward or distribute the text or part of it, without the consent of the author(s) and/or copyright holder(s), unless the work is under an open content license such as Creative Commons.

Abstract

Location-based games (LBGs) are becoming increasingly more popular, especially those that focus on social interaction in public space. They have been successful to various extents at bringing players together to interact in public space; yet there is lack of knowledge and consensus on how to design these games from a technical perspective. This paper proposes a software architecture that stems from a cross-game analysis of representative games of this genre, in which 6 core architectural components are identified: Augmentation, Navigation, Interaction, State Progression, Participation, and Administration. These components support the game experience of players by enabling orientation and navigation of the players’ own physical environment, their interaction with the game and other people, the traditional game-like experience, management of the entire game ecosystem, and the ability to allow players to fuel game play. An LBG prototype, Secrets of the South, is presented as proof of concept for this software architecture and its key components. This prototype shows that the identified components are pivotal to the gameplay of LBGs for natural interactions in public space and shows how practitioners can be guided in their preparation whilst maintaining their freedom to technically implement this architecture according to the given structure.

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