A Model-Based Approach for Designing Location-Based Games. Ferreira, C., Maia, L. F., Salles, C., Trinta, F., & Viana, W. In 2017 16th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pages 29–38, November, 2017.
doi  abstract   bibtex   
Location-Based Games (LBGs) are a subclass of pervasive games that make use of location technologies to consider the players' geographic position in the game rules and mechanics. This research presents a model to describe and represent LBGs. The proposed model decouples location, mechanics, and game content from their implementation. We aim at allowing LBGs to be edited quickly and deployed on many platforms. The core model component is LEGaL, a language derived from NCL (Nested Context Language) to model and represented the game structure and its multimedia contents (e.g., video, audio, 3D objects, etc.). It allows the modelling of mission-based games by supporting spatial and temporal relationships between game elements and multimedia documents. We validated our approach by implementing a LEGaL interpreter, which was coupled to an LBG authoring tool and a Game Server. These tools enabled us to reimplement a real LBG using the proposed model to attest its utility. We also edited the original game by using an external tool to showcase how simple is to transpose an LBG using the concepts introduced in this work. Results indicate both the model and LEGaL can be used to foster the design of LBGs.
@inproceedings{ferreira_model-based_2017,
	title = {A {Model}-{Based} {Approach} for {Designing} {Location}-{Based} {Games}},
	doi = {10.1109/SBGames.2017.00012},
	abstract = {Location-Based Games (LBGs) are a subclass of pervasive games that make use of location technologies to consider the players' geographic position in the game rules and mechanics. This research presents a model to describe and represent LBGs. The proposed model decouples location, mechanics, and game content from their implementation. We aim at allowing LBGs to be edited quickly and deployed on many platforms. The core model component is LEGaL, a language derived from NCL (Nested Context Language) to model and represented the game structure and its multimedia contents (e.g., video, audio, 3D objects, etc.). It allows the modelling of mission-based games by supporting spatial and temporal relationships between game elements and multimedia documents. We validated our approach by implementing a LEGaL interpreter, which was coupled to an LBG authoring tool and a Game Server. These tools enabled us to reimplement a real LBG using the proposed model to attest its utility. We also edited the original game by using an external tool to showcase how simple is to transpose an LBG using the concepts introduced in this work. Results indicate both the model and LEGaL can be used to foster the design of LBGs.},
	booktitle = {2017 16th {Brazilian} {Symposium} on {Computer} {Games} and {Digital} {Entertainment} ({SBGames})},
	author = {Ferreira, C. and Maia, L. F. and Salles, C. and Trinta, F. and Viana, W.},
	month = nov,
	year = {2017},
	keywords = {Multimedia communication, Unified modeling language, Tools, authoring systems, computer games, Context Language, DSL, game elements, Game Modeling, game rules, Game Server, game structure, Games, Games location, geographic information systems, Law, LBG authoring tool, LEGaL interpreter, Location based Games, location technologies, Location-Based Games, mission-based games, multimedia computing, multimedia contents, Multimedia Document, multimedia documents, Nested Context Language, pervasive games, players geographic position, program interpreters, spatial relationships, specification languages, temporal relationships},
	pages = {29--38}
}

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