Abstract | ||
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This article considers the development of a traditional Japanese tag game, Onigokko in terms of critical spatial thinking. Camera-embedded 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. |
Year | DOI | Venue |
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2011 | 10.1145/1999320.1999361 | COM.Geo |
Keywords | Field | DocType |
remarkable improvement,traditional japanese tag game,enemy team,pervasive tag game,system function,mobile phone,critical spatial thinking,real-time communication,camera-embedded gps mobile phone,city street,country village | Computer science,Human–computer interaction,Pervasive game,Global Positioning System,Adversary,Mobile phone,Location aware,Web server | Conference |
Citations | PageRank | References |
0 | 0.34 | 2 |
Authors | ||
4 |
Name | Order | Citations | PageRank |
---|---|---|---|
Wanglin Yan | 1 | 4 | 3.08 |
Tatsuya Maeda | 2 | 0 | 0.34 |
Akihiro Oba | 3 | 0 | 0.34 |
Chisho Ueda | 4 | 0 | 0.34 |