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ABSTRACT
As location based games move players out of the house and onto the streets the experience of game play radically changes. Game designers have the opportunity to incorporate artifacts, elements and events that might naturally occur in the real world into the game play so that a particular place becomes more meaningful. This paper explores the relevance of place and the idea of "design for coincidence". Design for coincidence is illustrated through case studies and a number of example games that show how this approach has been effective in location based games.
REFERENCES
Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.
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Steve Benford , Duncan Rowland , Martin Flintham , Adam Drozd , Richard Hull , Josephine Reid , Jo Morrison , Keri Facer, Life on the edge: supporting collaboration in location-based experiences, Proceedings of the SIGCHI conference on Human factors in computing systems, April 02-07, 2005, Portland, Oregon, USA
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Benford, S., Rowland, D., Flintham, M., Hull, R., Reid, J., Morrison, J., Facer, K. and Clayton, B. Savannah": Designing a Location-Based Game Simulating Lion Behaviour. International Conference on Advances in Computer Entertainment Technology, (2004).
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Always Something Somewhere Else by Duncan Speakman http://www.mscapers.com/msin/ABA0000026
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Doubloons by HP Labs and Fluffy Logic http://www.mscapers.com/msin/ABA0000006
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Hidden Danger UXB by Fluffy Logic http://www.mscapers.com/msin/ABA0000005
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mscape: www.mscapers.com
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Prisoner Escape from the Tower of Londond: Historic Royal Palaces and HP Labs http://www.mscapers.com/msin/ABA0000023
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Pyxis Design http://www.pyxisdesign.net
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The Go Game: http://www.thegogame.com
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Yosemite Walk to the Falls by Yosemite Association and HP Labs http://www.mscapers.com/msin/ABA0000018
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