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Geospatial Games Joske Houtkamp Department of Information and Computing Sciences, UU Alterra, Wageningen UR

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Page 1: Alterra Wageningen UR (NL) v4 · Innovation Network Background How can we inspire the involvement of consumers and businesses in the world ... ISRIC World Soil Museum Redesign of

Geospatial Games Joske Houtkamp Department of Information and Computing Sciences, UU

Alterra, Wageningen UR

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Alterra, Wageningen UR

Land use & planning

Sustainable soils

Climate and living environment

Watermanagement & governance Nature and biodiversity

Spatial knowledge systems

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Spatial Knowledge Systems

Alterra Wageningen UR

Information Science,

Utrecht University

Applied research projects

(regional – international);

Development of tools for collecting,

analyzing and presenting geo-information,

also simulations;

Interdisciplinary research projects.

Applied/serious games,

usability and user experience

Game and media technology

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Geo(spatial) Games

Geo(spatial) games

• Games for entertainment, learning or simulation that involve geospatial data;

• Map-, virtual and/or location based.

• “Playful activities in which the analysis and the creation of geodata constitute a core element of the game mechanics.”

• (AGILE 2015 workshop on Geogames and Geoplay)

(Geo)spatial data or geographic information:

• data or information that identifies the

geographic location of features and boundaries

on Earth, such as natural or constructed

features, oceans, and more; and describes

these features;

• usually stored as coordinates and topology,

and can be mapped;

• often accessed, manipulated or analyzed

through Geographic Information Systems

(GIS).

Geospatial games

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Geospatial games:

overview • Entertainment

• Geocaching

• Applied games: • Spatial (and urban) planning

• Training (military, safety)

• Simulations (e.g. flooding)

• Raising awareness, informing (cultural tourism)

• Education

• Gamification • Data collection and validation

• Support in disaster response

• Location based

• Map based

• Virtual

http://www.waterverdeler.nl/

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Evolution of geospatial games Location based games • Location-based games typically use

Wi-Fi, GPS, and Cell-ID to get the best results in terms of a player’s location. Bluetooth server where high accuracy is required;

• the growing broadband networks and the built-in GPS sensors available in all smartphones.

• The proliferation of smartphones and 4G devices: download maps and venue data.

.. leading to a technological environment for location-based games.

http://www.wifinotes.com/mobile-communication-technologies/what-is-gps-tracking.html

R.Kumar, http://geospatialworld.net/Magazine/MArticleView.aspx?aid=30516

A combination of map data providers, places databases and game developers results in geo-enabled games in which people can play in real-time locations.

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http://www.boston.com/business/technology/innoeco/location-based-history.png

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Example: Ingress (Niante Labs, Google)

• Multi-player augmented reality game which uses a real-life location to determine what happens in the virtual world.

• Uses augmented reality and GPS data, which enable players to see on their screens the invisible portals and other virtual structures and artifacts “overlaid” on the real world.

• Google is able to utilise location data which it has collected in an augmented reality game. https://www.youtube.com/watch?feature=player_embedded&v=Y6-JAm3NCAk

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Ingress https://www.youtube.com/watch?feature=player_embedded&v=Y6-JAm3NCAk

Challenges for developing location based games: • diversity of mobile client devices (laptops, tablet PCs, PDAs, mobile phones) complicates

client software development; • the level of accuracy of low-cost GPS means unfiltered data can lead to game errors; • designing an exciting multi-player game is a complex process and the location element

makes it more complicated; • integrating spatial technologies such as GIS and GPS with non-spatial technologies like

wireless communication and mobile devices for next generation, real-time location-based games requires expert knowledge and is not yet commercially viable for big companies. R.Kumar, http://geospatialworld.net/Magazine/MArticleView.aspx?aid=30516

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Catch&Go Nature challenges

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+ Challenge Bernadette Botman, Marleen van den Ham Innovation Network

Background

How can we inspire the involvement of consumers and businesses in the world of nature?

The challenge

Activate the involvement of young people in nature by joining forces with the “gaming world” of today.

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+ Our target users

Jesse, 17 years old

VMBO-technics

Soccer, chilling with friends

Shooters, laser gaming

Looking for:

Fun activities with friends

Being outdoors

Daniëlle, 18 years old

HBO-social

Hanging out with friends, music

Social media

Niene, 23 years old

Masters Geo-informatics

Enjoys outdoor activities with friends

Geo-caching

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+ Game Concept

Challenges: locate targets in the Renkumse Poort

Earn extra points with missions

Win prizes !

Meet up with your friends

Ambition: enjoy being outdoors, learn (a bit) about nature

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+ The Game

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Sponsors can contribute a challenge (a combination of features to locate a target). They own the target in the game and can flag it with their logo.

For instance: Stichting voor Natuur;Staatsbosbeheer;Natuurgebied Renkumse Poort; Catering industry in the area;Tourism organisations …

Powered by …

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+ Open data

TOP10NL

Toekomst: OHN

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Team Bernadette Botman

Niene Boeijen

Mathieu Groeneveld

Joske Houtkamp

Marijn Prins

Laurens Sparrius

René Verburg

Follow up Research into the potential of games to support interactive experience of nature. What can games contribute to nature and the “nature sector”? How can citizens and the private sector be involved to generate income and protect nature in the Netherlands?

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Beyond entertainment: VGI and gaming

Data collection

Geo-enabled mobile gaming can help capture crowdsourced data about the real world to

• create more accurate and detailed maps;

• augment formal observations (e.g. nature);

• help in crisis situations.

Volunteered geographic information (VGI) is the harnessing of tools to create, assemble, and disseminate geographic data provided voluntarily by individuals (Goodchild, 2007)

Strava bicycle volumes in Austin, Texas, Griffin et al. https://soa.utexas.edu/work/crowdsourcing-bicycle-volumes-exploring-role-volunteered-geographic-information-and-established

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Nature data collection in NL

Biodiversity monitoring (biological diversity, all living plants

and animals) required by national and EU programs

• standardised data;

• collected by experts or trained volunteers according to

strict protocols (location, time).

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Opportunistic citizen science data

Citizen data are often collected without standardized field protocol and without a design ensuring the geographical representativeness of the sampled sites.

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Gamification for nature data Opportunistic citizen science data may suffer from many problems:

• lack of standardization of observer efforts within sites leads to variable search (observation bias);

• incomplete and selective recording by observers (reporting bias),

• geographical bias;

• detection bias (some species are more easily or quickly detected than others);

• difference in format (data harmonisation is required);

• mistakes (so checking necessary).

(van Strien et al., 2013; Elwood et al., 2012)

How can gamification help? Make repetitive or difficult tasks enjoyable to increase number of observations; Persuade people (e.g. by competition) to (re)visit specific areas at specific times; Reward participants with specific expertise with new roles (validate observations).

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Floracaching

Floracaching (BudBurst Project). Difference between gamers and those interested in nature: nature lovers like competition related to their expertise. (Bowser et al.2014)

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Open Street Map

Study in contributions to OSM (Open Street Map) in London (Antoniou & Schlieder 2014): • high productive contributors show little commitment to return and update

geographic features they created, • the gap between the accumulated percentage of created features and the

accumulated percentage of updated features is widening, • contrast between areas of high and low mapping activity • agent-based simulation study to assess how game mechanisms such as

spatial allocation and deallocation may impact the contributions.

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Challenge: Big Data overwhelm humanitarian organisations in crisis situations “Gamers can win the Big Data Battle”

Internet Response League

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Urban planning

Synthesis of mapping

technology and video

game engineering provides

urban planners with tools

to create future cities.

Adaptation Support Tool

(EU Blue Green Dream

project, www.bgd.org.uk)

Tygron engine: stakeholders can experiment with different planning scenarios online based on real (map) data (ESRI GIS data)

This tool enables local stakeholders to get better insight in the climate adaptation performance of blue/green measures (from green roof to urban park) in their plan area. The tool fits the niche between general adaptation guidelines and

complex storm water / heat stress models.

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Spatial planning: B3—Design your Marketplace!

Playful digital environment in which the citizens

• gain information about the current situation in the city district,

• have the possibility of submitting their own designs for the marketplace,

• vote for the preferred designs,

• and chat with the experts and other participants.

Serious games in online public participatory processes may be new ways of motivating people to participate and learn about the environment and current projects that might impact them and their communities (Poplin,2012)

Achieving consensus in urban planning

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Simulations/education

Wageningen UR , Weirdbeard

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Education:

Ori-Gami

Gamification for “spatial literacy”

Enhance map understanding, orientation, wayfinding skills (spatial competency);

Desktop computer application and app, examines performance in a spatial task.

Route instructions:

• Landmark

• Egocentric (2nd turn..)

• Allocentric (south)

Schwering et al.,2014.

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Background: ISRIC World Soil Museum Redesign of the

exhibition in 2013

Nucleus of the

collection:

soil monoliths

Objective: explain the

relevance of soil to

modern-day global

challenges

Interactive displays

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Game requirements (museum)

• appeal to a young audience (1st year students)

• use new technology to continue the look and feel of the exhibition

• offer some physical activity, preferably outdoors

• highlight the monoliths as main elements of the museum collection

• extend the length of the experience at the museum

• make the visit more memorable;

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Understand the users: Personas

Representative of a typical, desired, user group

Support informed design decisions

Focus in development team

Interests of the target user group, and the types of mobile devices and

smartphones they own.

Pruitt, J., & Grudin, J. (2003)

Jesse, 17 years old

Agricultural Science student

Soccer, chilling with friends

Shooters, laser gaming

Daniëlle, 18 years old

Landscape Design student

Hanging out with friends, music

Social media

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Design Idea: Mixed Reality – Soil Golf

• Use smartphone to hit a

virtual golf ball

• Virtual golf course projected

on the campus

• Holes give view of soil profiles

• Points earned by strokes and

questions

• Competitive

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Soil Golf Course Four holes:

• distinctive geographic

and geological

features (in 3D)

• distinctive soil profiles

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Technical requirements

GPS receiver in

smartphone detects the

location and motion of

the player

Accelerometer and

gyroscope detect velocity

and direction of stroke

First experiments reveal difficulties in implementation

test design and gameplay.

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Interface design: think aloud method

Reveals mental models of

users of an application or

prototype

Participant verbalizes

expectations and thoughts

about the interface,

mistakes, confusion, nice

elements, etc.

Results: participants did not

notice the animations, did

not recognize some buttons

and the starting point.

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Gameplay: play testing

Are the core game mechanics fun,

engaging, easy to understand?

Participants tested a physical

prototype and thus a playable version

of the core game mechanics

Results:

• participants did not like the negative

scoring system, restart after 6 faulty

strokes,

• succession of throwing and asking

questions is fun and engaging.

Fullerton, T. (2008)

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Conclusions

• Design of the game meets the

requirements of the World Soil

Museum

• Think aloud method and

playtesting were easy to apply

methods for evaluation in design

stage

• Implementation of game as

intended requires high budget,

but gameplay may be simplified.

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Mappiness.org.uk

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Mappiness

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SHINE app

Sampling Happiness In Natural Environments

How does the quality of the environment contribute to well being?

Correlation with landscape?

• Measure real time and on location mood of the user;

• Data relevant for land use planning in Netherlands;

• Launch in 2016

• Issue: many questions, regular response requires effort from user. Can gamification help?

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Geospatial Games in the Netherlands

Alterra, Wageningen UR: Geodata, application development, real world problems

Wageningen University: Geoinformation Science

Utrecht University, Computer Science: Game technology

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References • Antoniou, V., & Schlieder, C. (2014). Participation Patterns, VGI and Gamification. 17th AGILE Conference on Geographic Information,

Castellon, June 3-6, 2014.

• Bowser, A., Hansen, D., & Preece, J. (2013, April). Gamifying citizen science: Lessons and future directions. In Workshop on Designing Gamification: Creating Gameful and Playful Experiences.

• Bowser, A., Hansen, D., Preece, J., He, Y., Boston, C., & Hammock, J. (2014, February). Gamifying citizen science: a study of two user groups. In Proceedings of the companion publication of the 17th ACM conference on Computer supported cooperative work & social computing (pp. 137-140). ACM.

• Elwood, S., Goodchild, M. F., & Sui, D. Z. (2012). Researching volunteered geographic information: Spatial data, geographic research, and new social practice. Annals of the Association of American Geographers, 102(3), 571-590.

• Lindqvist, J., Cranshaw, J., Wiese, J., Hong, J., & Zimmerman, J. (2011, May). I'm the mayor of my house: examining why people use foursquare-a social-driven location sharing application. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems (pp. 2409-2418). ACM.

• Poplin A, 2014, "Digital serious game for urban planning: “B3—Design your Marketplace!”" Environment and Planning B: Planning and Design 41(3) 493 – 511

• Prestopnik, N. & Crowston, K. (2012). Purposeful gaming and socio-computational systems: A citizen science design case. Proc. Group 2012, ACM Press.

• Prestopnik, N. R., Crowston K., & Wang J. (2014). Exploring data quality in games with a purpose. In Proceedings of iConference 2014.

• Schwering, A., Münzer, S., Bartoschek, T., & Li, R.(2014) Gamification for spatial literacy: The use of a desktop application to foster map-based competencies.

• Strien, A. J., Swaay, C. A., & Termaat, T. (2013). Opportunistic citizen science data of animal species produce reliable estimates of distribution trends if analysed with occupancy models. Journal of Applied Ecology, 50(6), 1450-1458.

• Yanenko, O. & Schlieder, C. (2014) Game Principles for Enhancing the Quality of User-generated Data Collections. 17th AGILE Conference on Geographic Information, Castellon, June 3-6, 2014.

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Questions?