Onigokko: A pervasive tag game for spatial thinking

Wanglin Yan, Tatsuya Maeda, Akihiro Oba, Chisho Ueda

Research output: Chapter in Book/Report/Conference proceedingConference contribution

1 Citation (Scopus)

Abstract

This article considers the development of a traditional Japanese tag game, Onigokko in terms of critical spatial thinking. Cameraembedded GPS mobile phones are used as a tool for positioning, touching, and communicating. A web server is used for planning games, monitoring the movements of teams and sharing information among players. Using city streets or country villages as playgrounds, team members collect points by visiting checkpoints and touching (i.e. taking photographs) enemy teams. Real-time communications by mobile phones enable players to think spatially and move strategically. The experiment demonstrates that the system functions well. The game is perceived as thrilling and is therefore able to foster a remarkable improvement in critical spatial thinking.

Original languageEnglish
Title of host publicationCOM.Geo 2011 - 2nd International Conference on Computing for Geospatial Research and Applications
DOIs
Publication statusPublished - 2011
Event2nd International Conference on Computing for Geospatial Research and Applications, COM.Geo 2011 - Washington, DC, United States
Duration: 2011 May 232011 May 25

Publication series

NameACM International Conference Proceeding Series

Other

Other2nd International Conference on Computing for Geospatial Research and Applications, COM.Geo 2011
Country/TerritoryUnited States
CityWashington, DC
Period11/5/2311/5/25

Keywords

  • Location-aware
  • Mobile phone
  • Pervasive game
  • Spatial thinking

ASJC Scopus subject areas

  • Software
  • Human-Computer Interaction
  • Computer Vision and Pattern Recognition
  • Computer Networks and Communications

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