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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Smart Beetles: towards a Geogame for Smart Citizens</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Francisco Ramos</string-name>
          <email>francisco.ramos@uji.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Nacho Miralles</string-name>
          <email>mirallei@uji.es</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Institute of New Imaging, Technologies, Universitat Jaume I</institution>
          ,
          <addr-line>Castellon</addr-line>
          ,
          <country country="ES">Spain</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>12</lpage>
      <abstract>
        <p>Smart cities make use of information technologies to improve performance and quality of urban services, to decrease costs and to optimize resources. However, many citizens do not know all the services and advantages that a smart city offers to them. In this work, we created a geogame to involve them in different cities and, by playing with real services, increase their knowledge about smart cities.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Nowadays, we can encounter many location-based games
designed to take into account user’s location by using GPS as
localization technology [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref2">2</xref>
        ][
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Most of them might be
classified as geogames [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. However, this type of games
usually lacks of the 3D rendering component, that is, they are
not using such a powerful feature, which could bring players
to a better user experience. Moreover, from the perspective of
game design research, these games do not present a clear and
specific spatial level structure, which would enable us to have
a better understanding of the geographic environment of each
geogame.
      </p>
      <p>In this context, the contribution of this paper consists in
defining and implementing a geogame that features: 3D
rendering of cities, specific spatial level distribution and
structure, integration of different gamification techniques such
as leaderboards and a successful integration of libraries and
tools (such as Unity3D, OpenStreetMaps and ESRI City
Engine) with a common objective.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Game Overview</title>
      <p>In this game, users (or players) visit a set of cities. They are
immersed into real scenarios, that is, with real cities and real
services, testing their knowledge by learning more about a
specific city and/or service at the same time that they are
playing.</p>
      <p>Aiming at sustaining interest in the experience over time,
for each level, leaderboards with best players will be
available.</p>
      <p>Apart from the usual elements existing in many games such
as leaderboards, settings and other functionalities and assets,
this game offers some unique features that we proceed to
explain.</p>
      <p>As previously commented, one of the objectives of this
game is to provide a manner to better know cities. Therefore,
the different levels are connected to real data and services of
the selected city, which gives a more immersive experience to
the users as they observe realtime information while playing.</p>
      <p>As an example, we might have a level where traffic
conditions are connected to the game. In this level, the player
should visit some checkpoints, in the shortest time possible.
However, the traffic service for this city, at that time, informs
us that some streets have slow traffic conditions. Therefore, if
you cross the streets with slow traffic, you will be slowed
down, as it occurs in real life.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Potential Players</title>
      <p>Our target players are people interested in knowing better a
city, tourists or even casual players only interested in
competing to other users, within this virtual environment. In
general, users play in different cities in the world, and services
such as traffic conditions or information about bus stops, to
name a few, will be connected to the corresponding level.</p>
      <p>About skills, players should know what is a bike lane, bus
stop, metro station and, in general, all the concepts related to
transportation, traffic and general services offered by a smart
city.</p>
    </sec>
    <sec id="sec-4">
      <title>4. Geo-narrative</title>
      <p>In this game, levels are mapped to cities. Thus, players
should first select a city. After that, we defined different levels
for the selected city. Figures 1 and 2 show the visual
representation for the mentioned selectors.</p>
      <p>As an example, the level “Valencia”, could offer three
sublevels:
 Sublevel 1: players must cross some checkpoints in the
shortest time possible.
 Sublevel 2: players must arrive to a given place, but
traffic conditions are present, they might modify the
player’s speed if a “slow” street is crossed.
 Sublevel 3: players must pick some items up and metro
stations could be used to save time.</p>
      <p>As commented before, this game is directly connected to
geographic environments such as cities. It is important to
underline that players can enable different modes of
locomotion, which has implications in scores and
leaderboards. It is possible to play at some levels by selecting
a mode of locomotion. Available locomotion modes are:
pedestrian, bike, car and bus, but in order to simplify the
narrative we can suppose the pedestrian mode is enabled and
never changes.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Geocontent</title>
      <p>This game has been designed to exploit specific features of
the cities included. Therefore, it is not relocatable to other
cities or regions. Moreover, geocontent is previously created
and totally bound to a particular city.</p>
      <p>Therefore for a given city (level), we define an extent to
limit players’ movements, Thus, in that context, the
geocontent will consists of: 3D models of buildings, a 2D
basemap and, depending on the sublevel, specific information
from the city, which is used to build the sublevel and set the
mission and the objectives.</p>
    </sec>
    <sec id="sec-6">
      <title>6. Game Mechanics</title>
      <p>
        Essentially, the game here described, is a competitive and
pacman style game [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Players start the game and a set, or
group, of cities appears. Sublevels, from a given city, offer
different missions, which are strictly related to city services.
Once all the sublevels have been passed, another city can be
activated and so forth.
6.1. Mission
In brief, the objective is common in every sublevel, which
consists in collecting some existing items, located in particular
places of the city, in the shortest time. However, it is possible
to find some dynamic elements trying to make your mission
difficult. Currently, this game is offering only one sublevel
where items are located in well-know places of the
corresponding city.
6.2. Rules





      </p>
      <p>Levels and Sublevels have a specific order.</p>
      <p>A player is represented as a beetle (just for fun), and
movements are bound to the accelerometer sensor,
optionally we consider to bound them to the GPS
sensor.</p>
      <p>Sublevels always show 3D Buildings and a
basemap, see Figure 3.</p>
      <p>Levels are defined by the city, the objective: to
cross checkpoints as fast as possible, best route
avoiding traffic jams, use as many bike lanes as
possible, best route by using bus lines and so on.</p>
      <p>Scores are calculated in seconds. Fastest players are
ranked in higher positions. See Figure 4.</p>
    </sec>
    <sec id="sec-7">
      <title>7. Conclusions</title>
      <p>
        In this work, we presented an initial version of Smart Beetles,
the first level of this game is freely available in App Store[
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]
and Google Play[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Currently, we are working in the
integration of realtime services in the game.
      </p>
      <p>This geogame was implemented using Unity3D,
OpenStreetMaps and ESRI City Engine. Moreover, the
company pixelder.com is collaborating in the dissemination of
this work.</p>
    </sec>
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