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Geogames: Designing Location-Based Games from Classic Board Games
September/October 2006 (vol. 21 no. 5)
pp. 40-46
| ASCII Text | x | ||
| Christoph Schlieder, Peter Kiefer, Sebastian Matyas, "Geogames: Designing Location-Based Games from Classic Board Games," IEEE Intelligent Systems, vol. 21, no. 5, pp. 40-46, September/October, 2006. | |||
| BibTex | x | ||
| @article{ 10.1109/MIS.2006.93, author = {Christoph Schlieder and Peter Kiefer and Sebastian Matyas}, title = {Geogames: Designing Location-Based Games from Classic Board Games}, journal ={IEEE Intelligent Systems}, volume = {21}, number = {5}, issn = {1541-1672}, year = {2006}, pages = {40-46}, doi = {http://doi.ieeecomputersociety.org/10.1109/MIS.2006.93}, publisher = {IEEE Computer Society}, address = {Los Alamitos, CA, USA}, } | |||
| RefWorks Procite/RefMan/Endnote | x | ||
| TY - MGZN JO - IEEE Intelligent Systems TI - Geogames: Designing Location-Based Games from Classic Board Games IS - 5 SN - 1541-1672 SP40 EP46 EPD - 40-46 A1 - Christoph Schlieder, A1 - Peter Kiefer, A1 - Sebastian Matyas, PY - 2006 KW - game design KW - location-based games KW - state-space analysis KW - min-max algorithm VL - 21 JA - IEEE Intelligent Systems ER - | |||
DOI Bookmark: http://doi.ieeecomputersociety.org/10.1109/MIS.2006.93
Location-based games introduce an element that is missing in interactive console games: the locomotion of players and thus the physical effort characteristic of sportive activities. The authors show how to design location-based games that combine sportive locomotion with strategic reasoning by using classic board games as templates. This article is part of a special issue on interactive entertainment.
Index Terms:
game design, location-based games, state-space analysis, min-max algorithm
Citation:
Christoph Schlieder, Peter Kiefer, Sebastian Matyas, "Geogames: Designing Location-Based Games from Classic Board Games," IEEE Intelligent Systems, vol. 21, no. 5, pp. 40-46, Sept.-Oct. 2006, doi:10.1109/MIS.2006.93
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