Photo: Overlaying the fantasy world of iMagick on Millenium Square, Bristol.
Overlaying the fantasy world of iMagick on Millenium Square, Bristol.

Abstract | In this paper we describe an experiment to investigate and ascertain the feasibility of utilizing GPS tracking as a control mechanism in a mobile game. The interaction mechanism tested was that of walking shapes and we examine the user response to this novel form of game mechanic. We discuss the difficulty in developing a good cognitive model of how GPS works and problems with orientation and feedback. We reflect on the skills needed to map virtual shapes into physical spaces and to cope with the facets of GPS. We highlight the importance of the use of physical landmarks and we discuss whether future designs might be able to teach these skills and to incorporate the indeterminate nature of GPS into the game play itself.

Associated Project
Mobile Bristol
Citation
Reid, J., & Bevan, C. (2006). Walking the gps line: insights on the use of shape walking as a game mechanic. DIME-ARTS 2006.
@article{reid2006walking, title={Walking the GPS Line: Insights on the use of shape walking as a game mechanic}, author={Reid, Josephine and Bevan, Chris}, journal={DIME-ARTS 2006}, year={2006} }