The Participation of Players in the Composition of the Locative Structure in Niantic Games

Authors

  • Bruno Assad Admus Paixão

  • Joao Victor Boechat Gomide

Keywords:

Abstract

This study presents and discusses how the participation of players happens in the structure and validation of the geographical area of interest in Niantic locative games. To better understand this process, how the cities are represented and simulated inside the structure of the locative games is enlighten. This structure and the Ingress Mechanics evoke in the players two types of motivation, intrinsic and extrinsic, and it makes them participate in the validation process of areas of interest for the games around the world, which are used in Pokémon Go as well. The result of this process corresponds to the way Niantic maps physical spatiality for its locative games.

How to Cite

The Participation of Players in the Composition of the Locative Structure in Niantic Games. (2019). Global Journal of Human-Social Science, 19(H1), 1-12. https://socialscienceresearch.org/index.php/GJHSS/article/view/2768

References

S Attfield, G Kazai, M Lalmas, B Piwowarski (2011) Towards a science of user engagement.

R Bartle (1996) Carr, Colonel William Moncrieff, (17 Aug. 1886-1 Dec. 1956), Chairman: United Kingdom Construction & Engineering Co. Ltd; Lincolnshire Chemical Co. Ltd; Normanby Park Tar Supply Co. Ltd; Director, National Benzole Co. Ltd, etc.

J Bolter, R Grusin (2000) Remediation: understanding new media.

R Caillois (2001) Man, Play, and Games.

T Cresswell (2009) Place.

M Csikszentmihalyi (2209) Flow: The Psychology of Optimal Experience.

J Dovey, H Kennedy (2006) Game cultures: Computer games as new media.

S Fragoso (2015) A experiência espacial dos games e outros medias: notas a partir de um modelo teórico analítico das representações do espaço. 27, 195-212.

T Hatfield (2014) ssu cable london to war department strategic services unit june 22 1946 secret control nara.

R Hill, D Hodson (2014) The art and science of live, virtual, and constructive simulation for test and analysis. 11(2), 77-89.

J Huizinga (1968) Homo Ludens: A Study of the Play Element in Culture.

Help Ingress (2018) Available at

Kiefer, S Scheider (2017) Re-) Localization of Location-Based Games.

M Matlin (2009) Cognition.

J Mcgonigal (2011) Reality is broken: why games make us better and how they can change the world. 49(02), 49-0680-49-0680.

J Murray (2003) Hamlet on the Holodeck -The Future of Narrative in Cyberspace.

Niantic (2018) Websites of Ethical Codes (Accessed November 2017). 119-120.

J Preece, Y Rogers, H Sharp (2013) Interaction Design: Beyond Human-Computer Interaction.

Jesse Schell (2008) Tenth Anniversary: The Art of Game Design.

Bo Walther (2005) Atomic actions -- molecular experience. 3(3), 4-4.

A Vetushinskiy (2010) Game Space Studies: Design meets Architecture. Review: Space. Time. Play. Computer Games, Architecture and Urbanism: The Next Level (2007) F. von Borries, S.P. Walz, M. Böttger (eds), Basel; Boston; Berlin: Birkhäuser. 29(1), 258-275.

The Participation of Players in the Composition of the Locative Structure in Niantic Games

Published

2019-02-27

How to Cite

The Participation of Players in the Composition of the Locative Structure in Niantic Games. (2019). Global Journal of Human-Social Science, 19(H1), 1-12. https://socialscienceresearch.org/index.php/GJHSS/article/view/2768