GEO-GAMING: THE MOBILE MONOPOLY EXPERIENCE
Mao Li
School of Computer Science & Informatics, University College Dublin, Belfield, Dublin 4, Ireland
M. J. O’Grady, G. M. P. O’Hare
Adaptive Information Cluster (AIC), School of Computer Science & Informatics
University College Dublin, Belfield, Dublin 4, Ireland
Keywords:
Pervasive gaming, Mobile gaming.
Abstract:
Advances in mobile computing technologies have proved an unheralded boon to mobile games developers.
Increasingly, position-sensing technologies such as GPS and cellular techniques can be harnessed. This offers
exciting opportunities for novel game development. However, classic board games can also be refined and ex-
tended, leading to, amongst other things, alternative modalities of interaction. The popular game of monopoly
is one example. In this paper, a prototype game, termed Mobile Monopoly, is introduced. This game can
be modelled on any arbitrary urban environment. Gamers participate by roaming about the environment,
acquiring properties and paying rents as they proceed.
1 INTRODUCTION
A common criticism of computer gaming concerns it
perceived sedentary and solitary nature. Parents es-
pecially worry about the emotional and physical wel-
fare of their children, and frequently view computer
gaming activity with reservation. This reaction is un-
derstandable, and it beholds the gaming community
to address it and to identify innovative and creative
ways of mitigating these concerns. One method of
achieving this is to introduce a necessity for physical
activity. Geo-gaming is one interpretation of how this
might be achieved.
Two key technologies enable geo-gaming: the
ubiquitous availability of mobile phones; and the de-
ployment of GPS. The mobile phone represents a
common platform, for the most part, for gaming de-
velopers to design and implement for. And the avail-
ability of cheap GPS devices ensures that accurate po-
sitions are available in practically all outdoor environ-
ments. The challenge facing the gaming community
is to effectively harness these technologies to develop
new and stimulating games. Another approach is to
consider traditional board games and augment these
with new modalities of engagement. In this paper,
this latter approach is adopted. The classic game of
monopoly, a game with an implicit geospatial compo-
nent, is extended into the physical realm.
The paper is structured as follows: Section 2 de-
scribes some related research. The design and imple-
mentation of Mobile Monopoly are described in sec-
tions 3 and 4 respectively. Future work is outlined in
section 5 and the paper is concluded in section 6.
2 RELATED RESEARCH
A number of pervasive games have been described in
the literature. However, the ones of most relevance to
this discussion concern those that utilise GPS and/or
another position sensing mechanism. Perhaps, the
must successful game that utilises GPS is Geocaching
(Geocaching, 2007). In essence, this is a treasure
hunting game, of which there a number of varieties.
Geodashing (Geodashing, 2007) is a game in which
participants compete to get to the most dash points.
In all these cases, a GPS receiver is essential. A use-
ful overview of location-based games that use cellular
phones may be found in (Rashid et al., 2006).
In the case of monopoly, various implementa-
tions of the classic game have been ported to mobile
phones. However, examples that utilise the physical
geographical environment are rare. Live Monopoly
(Live, 2007) is one interesting example. This uses
220
Li M., J. O’Grady M. and M. P. O’Hare G. (2008).
GEO-GAMING: THE MOBILE MONOPOLY EXPERIENCE.
In Proceedings of the Fourth International Conference on Web Information Systems and Technologies, pages 220-223
DOI: 10.5220/0001514902200223
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