Modelling and transposition of location-based games

被引:8
作者
Ferreira, Cristiane [2 ]
Maia, Luis Fernando [1 ,2 ]
de Salles, Carlos [3 ]
Trinta, Fernando [2 ]
Viana, Windson [2 ]
机构
[1] Fed Inst Sci Technol & Educ IFMA, Caxias, Brazil
[2] Univ Fed Ceara, Grp Comp Networks Software Engn & Syst GREat, Fortaleza, Ceara, Brazil
[3] Univ Fed Maranhao, Comp Sci Dept, Maranhao, Brazil
关键词
Location-based games; Game modelling; Game map transposition; NCL; DESIGN;
D O I
10.1016/j.entcom.2019.100295
中图分类号
TP3 [计算技术、计算机技术];
学科分类号
0812 ;
摘要
Design and development of Location-Based Games (LBG) are not trivial tasks due to their pervasive nature, multidisciplinary requirements, and global deployment issues. This paper presents a model-based approach to describe and generate LBGs. Our approach separates location data, game mechanics, and media content from the game implementation. We aim at allowing LBGs to be edited and deployed in many places quickly. The core is LeGaL, an extension of NCL (Nested Context Language) that models and represents the game structure and its multimedia contents (e.g., video, 3D objects). Its novel approach allows the modelling of mission-based games by supporting relationships between game elements and multimedia documents. We also present a transposition method that provides for LBGs to be deployed around distinct cities in the world by generating balanced game maps. To validate this approach, we applied map balancing measurements to compare the transposed map of an LBG. Additionally, we implemented an authoring tool and a game server that enabled us to model, generate, and to map LBGs. We assessed LeGaL using a qualitative evaluation with six NCL developers. Positive results indicate that our model-based approach has the potential to improve the design and development of LBGs.
引用
收藏
页数:16
相关论文
共 84 条
[1]   Street Art Gangs: Location Based Hybrid Reality Game [J].
Alavesa, Paula ;
Ojala, Timo .
PROCEEDINGS OF THE 14TH INTERNATIONAL CONFERENCE ON MOBILE AND UBIQUITOUS MULTIMEDIA (MUM 2015), 2015, :64-74
[2]   MAINTAINING KNOWLEDGE ABOUT TEMPORAL INTERVALS [J].
ALLEN, JF .
COMMUNICATIONS OF THE ACM, 1983, 26 (11) :832-843
[3]  
Andrade C., 2017, EXCURSAO PAJEU
[4]  
[Anonymous], 2016, AN START S WALK GAME
[5]  
[Anonymous], 2009, PERVASIVE GAMES THEO
[6]   A Systematic Review of Geolocated Pervasive Games: A Perspective from Game Development Methodologies, Software Metrics and Linked Open Data [J].
Arango-Lopez, Jeferson ;
Collazos, Cesar A. ;
Gutierrez Vela, Francisco Luis ;
Castillo, Luis F. .
DESIGN, USER EXPERIENCE, AND USABILITY: DESIGNING PLEASURABLE EXPERIENCES, DUXU 2017, PT II, 2017, 10289 :335-346
[7]  
Area G., 2016, SHADOW CITIES WIKI F
[8]  
Arkenson C., 2014, P 1 ACM SIGCHI ANN S, P315, DOI DOI 10.1145/2658537.2662986
[9]  
Avouris N, 2012, J UNIVERS COMPUT SCI, V18, P2120
[10]  
Azevedo R.G.A., 2011, P 9 INT INT C INT TE, P235, DOI [10.1145/2000119.2000169, DOI 10.1145/2000119.2000169]