~/talk

Locative Gaming: The First Ten Years

links:none on file
slides:none on file

Chronological survey of locative games names concrete wins and failures: GPS selective availability off (May 2000) and the first geocache spawn pervasive play; BotFighters (2001) uses cell triangulation; Blast Theory’s Can You See Me Now mixes street and online players; Pac-Manhattan (2004) repurposes phones; ConQuest (2005) and Skyhook/WPS-based Plunder show early commercial location tech; SharpRunners ties game events to real sharks; Parallel Kingdom and 2008 iPhone adoption scale play; emergence of empty room problem, pervasive vs event-based design and growing real-world data integration.

AI-written summary · about

  1. 0:00Introduction
  2. 0:55GPS
  3. 1:57Availability legislation
  4. 2:19Empty room problem
  5. 2:50Access to play
  6. 3:31Ghosts of gaming
  7. 4:20Pervasive play
  8. 5:08Bot Fighters
  9. 5:51Blast Theory
  10. 6:23Big Urban Game
  11. 7:07Pack Manhattan
  12. 7:41Conquest
  13. 8:22Payphone Warriors
  14. 8:59Crossroads
  15. 9:37Plunder
  16. 10:14Sharp Runners
  17. 11:17Shima Treasure Hunt
  18. 11:40Parallel Kingdom
  19. 12:28Gaming Mechanics
  20. 13:07Monopoly Framing
  21. 14:19Location Gaming
  22. 14:48Pokwalker
  23. 15:07Avatar Machine
  24. 16:13Outro
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