GeoPGD: methodology for the design and development of geolocated pervasive games
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LONG PAPER
GeoPGD: methodology for the design and development of geolocated pervasive games Jeferson Arango‑López1 · Francisco Luis Gutiérrez Vela3 · Cesar A. Collazos2 · Jesús Gallardo6 · Fernando Moreira4,5
© Springer-Verlag GmbH Germany, part of Springer Nature 2020
Abstract The field of design and development of games that integrate virtual aspects in a real environment has grown in recent years. An example of such games is pervasive games (PGs), which seek to enrich the game world through mixing these two realities in order to better involve the player in the story. The application of PGs has resulted in increasing player motivation and engagement. Currently, new technologies have made it possible to advance the design and development of games. PGs have not been the exception, and through the mix of elements of traditional games with real elements and scenarios it has been possible to improve motivation and user experience. However, previous studies have identified the need to have a process that guides the design and creation of PGs. Therefore, this paper presents GeoPGD, a methodology that integrates the design of geolocated narrative as the core of the game experience. This methodology guides designers and developers through the different stages of building a PG, offering tools for defining the narrative components, places and interactions between the user and the PG. In addition, a validation with experts and a PG experience is presented. Keywords Pervasive games · Vide ogame development methodology · Interactive narrative · Geolocation · Game development
1 Introduction This paper is based on a previous published work with early results [4], which presented a first draft version of the methodology at the beginning of this research. Games have been present in people’s lives for a long time. The use of computing technology to improve everyday life continues at an exponential rate [24]. Traditional games involved the use of physical elements. Later, video games appeared and * Fernando Moreira [email protected] 1
Departamento de Sistemas e Informática, Universidad de Caldas, Manizales, Colombia
2
Departamento de Sistemas, Universidad del Cauca, Popayán, Cauca, Colombia
3
Departamento de Lenguajes y Sistemas Informáticos, Universidad de Granada, Granada, Spain
4
REMIT, IJP, Universidade Portucalense, Porto, Portugal
5
IEETA, Universidade de Aveiro, Aveiro, Portugal
6
Departmento de Informática e Ingeniería de Sistemas, Universidad de Zaragoza, Zaragoza, Spain
revolutionized this field, including the use of specific devices and important technological advances, attracting a good number of new players. Some of the keys to the success of video games with respect to traditional games are: the creation of the illusion of being immersed in a virtual world with computer graphics and sound, the definition of challenges typically more interactive than those of traditional games and the design of games with an optimal level of complexity (challenges, levels, interaction, etc.), whi
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