ct 17(13): e2

Research Article

Gamifying Navigation in Location-Based Applications

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  • @ARTICLE{10.4108/eai.8-11-2017.153333,
        author={Stephanie Githa Nadarajah and Benjamin Nicholas Overgaard and Peder Walz Pedersen and Camilla Gisela Hansen Schnatterbeck and Matthias Rehm},
        title={Gamifying Navigation in Location-Based Applications},
        journal={EAI Endorsed Transactions on Creative Technologies},
        volume={4},
        number={13},
        publisher={EAI},
        journal_a={CT},
        year={2017},
        month={10},
        keywords={Location-based interaction, gamification, navigation},
        doi={10.4108/eai.8-11-2017.153333}
    }
    
  • Stephanie Githa Nadarajah
    Benjamin Nicholas Overgaard
    Peder Walz Pedersen
    Camilla Gisela Hansen Schnatterbeck
    Matthias Rehm
    Year: 2017
    Gamifying Navigation in Location-Based Applications
    CT
    EAI
    DOI: 10.4108/eai.8-11-2017.153333
Stephanie Githa Nadarajah1, Benjamin Nicholas Overgaard1, Peder Walz Pedersen1, Camilla Gisela Hansen Schnatterbeck1, Matthias Rehm1,*
  • 1: Department of Architecture, Design, and Media Technology, Aalborg University, Denmark
*Contact email: matthias@create.aau.dk

Abstract

Location-based games entertain players usually by interactions at points of interest (POIs). Navigation between POIs often involve the use of either a physical or digital map, not taking advantage of the opportunity available to engage users in activities between POIs. The paper presents riddle solving as a navigational method for a location-based game. 10 families with 2-6 persons and at least one child in the age range 9- 11 years old participated in the evaluation. Results show that riddle solving as a navigational method is more enjoyable than a 2D digital map. Additional findings from video recordings, field notes, questionnaires, logging and semi-structured interviews revealed that riddle solving has potential for engaging users in learning activities.