[Neitzel, 05] Neitzel B., Narrativity in computer games. In Joost R., Goldstein J., (Eds.). Handbook of computer game studies, pp. 227-245, Cambridge : The MIT Press. 2005 [Stein, 09] Stein J., Ruston S., Fisher S.S., Location-based mobile storytelling, Int. J. of Technology and Human Interaction, vol. 5 (1), pp. 41-50. (2009)
Problems with navigation and positioning, however, were paramount. GPS was described by the participants as slow and imprecise. Participants felt that too much mental effort was required to navigate and didn’t want to have to look at a map to find interesting and relevant information. These problems were compounded by the fact that the handheld device screen was very difficult to see in bright sunlight. (Naismith, 2007) What kind of clues, what is readable.
Adding compass facility developing games for mobile devices that include the location and orientation features in its game design (Venselaar, 2014)
The whole thing needs to match cognitive ability, but also preferences and interests, what stories are older children interested in? Ability to read a map. Distance between points, feedback about direction.
Replaces the teacher, though its motivational through classroom as an alternative,
A contribution to kmowledge to understand how the parameters relate to designing and evaluating the experience for certain context.
The content has been established, natural phenomena, activities, ethical aspects of countryside,
Physical parameters: how many points, how long, how far, distance between points, weather conditions.
Nature of the game, not a race, not about the social space,