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