Virtually (Re)Constructed Reality: The Representation of Physical Space in Commercial Location-Based Games
First author: BaerYear: 2022
Abstract
Location-based games (LBGs) are based on digital representations of our surroundings and the spaces we inhabit. These digital twins of the real world, real world metaverses, are subsequently augmented by imaginary game content. However, the virtual reconstruction of the world inevitably emphasises some aspects of reality and disregards others. In this work we explore and discuss the elements of reality that are included, and omitted, in popular commercial LBGs. We focus on eight popular contemporary LBGs from five different developers and investigate their connections to the real world. Subsequently, we compare the identified real world features of the LBGs to the landscape dimensions of the widely adopted Landscape Character Assessment framework. The findings show that settlement, hydrology, climate and land cover are the most commonly incorporated landscape dimensions, albeit in low fidelity. By contrast, dimensions, such as geology, soils and enclosure were not represented in the observed LBGs. In addition, we discovered several anthropogenic and cultural aspects, such as land ownership and time depth that are implicitly included in some commercial LBGs, notably in the Niantic Wayfarer system providing unique highfidelity data of cultural and historical locations. Overall, we find only little variance within landscape dimensions between the observed commercial LBGs. Our findings open discussions on choices regarding the virtual representation of the real world in systems, such as LBGs, navigational software and a reality-based metaverse.Details
Language: EnglishCountry of affiliation: Switzerland
Published in: 25th International Academic Mindtrek conference (Academic Mindtrek 2022), November 16–18, 2022, Tampere, Finland
Publication type: Conference proceeding
Source: https://doi.org/10.1145/3569219.3569339
Games
No Results
Franchises
No Results
Studies
Description: Content analysis of LBGs' features and mechanics based on authors' play
Research type: Non-experimental
Data type: Qualitative
Comparator: none
Control group: no
Pilot study: no
Pre/post measures used: no
Follow-up: no
Sample type: Game(s)
Sample size: 8
Power analysis: no
Sample countries: null
Games studied: The Walking Dead: Our World, The Witcher: Monster Slayer, Orna, Pokémon GO, Jurassic World: Alive, Ingress, Pikmin Bloom, Harry Potter: Wizards Unite
Franchises studied: The Witcher (F), Pokémon (F), Pikmin (F)
Study outcomes: Engaging with nature, Representing nature