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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>A Pattern-based Design Environment for Creating Geogames</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Thomas Heinz</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Bamberg, Chair of Computing in the Cultural Sciences</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2015</year>
      </pub-date>
      <fpage>15</fpage>
      <lpage>17</lpage>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        Location-based games have attracted a substantial amount of interest from player
communities and game designers alike, but they are still in their infancy when it
comes to commercial success
        <xref ref-type="bibr" rid="ref13">(Von Borries et al 2007)</xref>
        . This could be a direct
consequence of a number of difficulties developers face designing this kind of games
        <xref ref-type="bibr" rid="ref9">(Jacob/Coelho 2011)</xref>
        . In traditional board and video game design, game design
patterns take a key-role in idea generation, development of game concepts and
balancing of game mechanics.
        <xref ref-type="bibr" rid="ref2">(Bjork/Jussi 2004)</xref>
        . Game design patterns used in
location-based games are not well explored yet. First attempts have been made to
create pattern languages and compile a list of commonly used game mechanics
        <xref ref-type="bibr" rid="ref14 ref4">(Will 2013, Davidsson 2004)</xref>
        . However these isolated efforts alone cannot provide
game designers with enough input to easily develop and balance advanced game
mechanics. Without some kind of spatial simulation or extensive field studies,
outcomes of combined patterns are difficult to predict.
      </p>
      <p>
        In general, games make use of a variety of game design patterns and the
possibilities of combining these patterns into game mechanics are seemingly endless.
For designers it can be a very complex task to anticipate the effect any of these
pattern combinations might have. Authors of design pattern libraries often point
out possible interactions between patterns, however, the interactions are typically
not described formally
        <xref ref-type="bibr" rid="ref6">(Dormans 2013)</xref>
        . This problem becomes increasingly
challenging for location-based games due to the interferences between game
mechanics and the spatial layout as well as the environment where the game is played at
        <xref ref-type="bibr" rid="ref8">(Heinz/Schlieder 2015)</xref>
        . These issues have not been sufficiently addressed by
research so far. Nevertheless, they are fundamental for the development of tools that
support the designers of location-based games in exploring the strength and
weaknesses of a given design.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Research Questions</title>
      <p>My PhD project aims at a better understanding of design patterns for
locationbased games, as well as how they interact with each other. The final result of this
research will consist of a design framework based on (1) a carefully chosen,
limited number of basic patterns, (2) simulation routines associated with each pattern
and (3) a software tool that can run simulations that consist of combinations of
these routines in different spatial environments to explore game balancing
problems. Building such a framework requires addressing a number of research
questions:
 What is the best choice when looking at of basic location-based game pattern?
How can they be expressed in a formal spatio-temporal representation
language?
 Which interactions between patterns are most relevant from a design
perspective? How are they best formally described?
 What simulation routines are needed to cover the most important types of
spatial behavior? In what way should they be connected to build test cases for
pattern interactions?
 Which criteria can be used for balancing game design patterns and what
parameters should be used to accomplish this?
 What computational tools can support the task of balancing a game mechanics
for a specific spatial environment?</p>
    </sec>
    <sec id="sec-3">
      <title>Related work</title>
      <p>
        Existing game design pattern libraries support the design, analysis, and
comparison of games. Various collections of game design patterns have been compiled in
the past
        <xref ref-type="bibr" rid="ref2">(Bjork/Jussi 2004)</xref>
        . These mostly describe how the player interacts with
game elements and how this affects the game state.
        <xref ref-type="bibr" rid="ref14">(Will 2013)</xref>
        and
        <xref ref-type="bibr" rid="ref4">(Davidsson
2004)</xref>
        compiled a lists of patterns especially for mobile and/or location-based
games. Unfortunately, these pattern descriptions are not stated in a formal
spatiotemporal representation language. They are formulated in natural language, which
is useful for communication within a design team, but such pattern descriptions
cannot be easily associated with simulation routines because the exact pre- and
postconditions of a pattern are not available.
      </p>
      <p>
        When it comes to balancing video game mechanics, designers normally turn to
game analytics. Spatial methods of game analytics, such as trajectory- or
behavioral analysis all require player data
        <xref ref-type="bibr" rid="ref7">(El-Nasr et al 2013)</xref>
        . Obtaining such data for
location-based games involves extensive and expensive field studies. Simulation
models can provide a remedy for this problem. For non-location-based games a
language for creating and visualizing game mechanics already exists1
        <xref ref-type="bibr" rid="ref1 ref5">(Adams/
Dormans 2012)</xref>
        . Integrating geographic information systems (GIS) into simulation
engines to analyse problems which incorporate location, mobility and
environment-interaction aspects, however, introduces new challenges
        <xref ref-type="bibr" rid="ref3">(Crooks et al 2008)</xref>
        .
Together with the “Geogames and Playful Geodesign” team2 within the research
group on Computing in the Cultural Sciences at the University of Bamberg, I
myself have contributed to different location-based games, game editors and analysis
tools. We were able to show that an agent-based simulation framework can be
used for the analysis and the evaluation of existing location-based games. (Heinz,
Schlieder 2014). Such tools can substitute at least some of the field tests in the
early design phase of the development of a game. However, they do not provide
much support for designers who want to explore and evaluate game mechanics
under different spatial and environmental conditions. The need for simulating
even simple game mechanics arises from the fact that even expert have difficulties
to assess the effects of spatial environment on a well researched game mechanics.
(Heinz, Schlieder 2015)
      </p>
    </sec>
    <sec id="sec-4">
      <title>Method and expected results</title>
      <p>As part of my PhD project, I will develop a conceptual framework for modeling
selected, basic location-based game design patterns and provide a tool in which
these patterns can be analyzed in different contexts, like location, mobility and
environment-interaction aspects. This tool will also feature means to combine
patterns into more complex game mechanics by respecting pre- and postconditions as
well as spatial and temporal resolutions of underlying game events. I will specify a
spatio-temporal representation language that defines all changes to involving
game elements. The objective of this work consists in assisting game designers in
designing and relocating game mechanics as well as in changing them to consider
local spatial and environmental characteristics.</p>
      <p>My PhD project is divided in three separate phases, the first of which I am
currently working on. This first phase reviews and systematizes game design patterns
used in existing games. It describes the patterns and their effects on game
elements, in both, a textual and a formal way. I decided to direct my focus on finding
basic game design patterns that build the foundation of most location-based
games, like capturing a certain place or searching for a hidden item.</p>
      <p>The main task for phase two will be implementing simulation routines that
reflect the basic patterns. The routines are integrated into a software framework that
allows its users to combine them into more complex models of game mechanics.
1 http://www.jorisdormans.nl/machinations/
2 http://www.geogames-team.org
A graphical user interface will provide means to conduct simulation run
mechanics in different spatial environments. The user will be presented with a
comprehensive analysis about game balancing. The last phase will consist of an
evaluation of the conceptual framework and the software tools.</p>
    </sec>
    <sec id="sec-5">
      <title>References</title>
    </sec>
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</article>