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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification of forest-going: landowners and the forest industry</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Samuli Laato</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sari Pynnönen</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Annika Kangas</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Computing, University of Turku</institution>
          ,
          <addr-line>Vesilinnantie 5, Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University</institution>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Natural Resources Institute Finland (Luke)</institution>
          ,
          <addr-line>Latokartanonkaari 9, FI-00790 Helsinki</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>Natural Resources Institute Finland (Luke)</institution>
          ,
          <addr-line>Yliopistokatu 6 B, FI-80100 Joensuu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <fpage>146</fpage>
      <lpage>155</lpage>
      <abstract>
        <p>There is a substantial body of literature suggesting a wide range of health benefits from forest bathing, hiking and walking in nature. For this reason, it is worth looking into technologies that could direct people to these activities. In this study, we focused on location-based games (LBGs) to identify and elucidate opportunities that the games provide for forest-goers, landowners and the forest industry. We invited experts from the fields of gamification (n=5), forestry (n=8) and others (n=3) to a design workshop on this topic. Using a qualitative analysis and synthesis to organize the generated workshop material, we ended up with eight potential aspects where LBGs could benefit forest-goers, and six categories of use cases where the games could benefit landowners and the forest industry. Our findings can be understood as a general overview of the design space of LBG - forest -human interaction and serve as a basis for future work in this domain.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Gamification</kwd>
        <kwd>forest</kwd>
        <kwd>nature</kwd>
        <kwd>forestry</kwd>
        <kwd>location-based games</kwd>
        <kwd>human-forest interaction</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        For decades researchers have reported, in
various empirical settings, that spending time in
nature has a multitude of positive effects, both
psychological [
        <xref ref-type="bibr" rid="ref1 ref2 ref3 ref4">1-4</xref>
        ] and physiological [
        <xref ref-type="bibr" rid="ref5 ref6">5,6</xref>
        ]. Even
just viewing natural landscapes can have
restorative effects (e.g., stress reduction) [
        <xref ref-type="bibr" rid="ref7 ref8">7,8</xref>
        ].
The positive outcomes of forest-bathing,
forestgoing and viewing natural landscapes and animals
have been explained primarily by one of the two
approaches: (1) our ancient evolutionary history
and primal tendencies that have been shaped and
fine-tuned to enjoy natural landscapes and nature
in general [
        <xref ref-type="bibr" rid="ref10 ref9">9,10</xref>
        ] and (2) cultural aspects and other
learned knowledge [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. In the first case, it makes
sense to put effort into motivating individuals,
regardless of their culture and upbringing, to go to
forests since we have a natural tendency to enjoy
nature and receive health benefits from it
6th International GamiFIN Conference 2022 (GamiFIN 2022),
April 26-29 2022, Finland. EMAIL: samuli.laato@tuni.fi (A. 1);
sari.pynnonen@luke.fi (A. 2); annika.kangas@luke.fi (A. 3)
ORCID: 0000-0003-4285-0073 (A. 1); 0000-0001-5427-8209 (A.
2); 0000-0002-8637-5668 (A. 3)
️© 2022 Copyright for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
      </p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
[
        <xref ref-type="bibr" rid="ref10 ref12 ref9">9,10,12</xref>
        ]. Some researchers have been critical of
this hypothesis [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], but also in the case that the
tendency for enjoying forest landscapes is purely
cultural, there are advantages of forest-going,
such as obtaining exercise and healthy food
through foraging [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Hence, we postulate that
population level health benefits can be achieved
by developing motivational technologies [
        <xref ref-type="bibr" rid="ref13 ref14">13,14</xref>
        ]
that guide individuals to spend time in nature. In
addition to benefits for the forest-goers
themselves, forest visitors can be valuable for
landowners and the forest industry, as forest-goers
can, for example, provide data on wildlife
sightings, alert owners of insect outbreaks or
assess the magnitude of storm damages.
      </p>
      <p>
        When looking for motivational approaches,
gamification has received a lot of traction recently
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. Among gamification approaches and
motivational technologies, location-based games
(LBGs) are particularly relevant due to their
ability to influence player movement [
        <xref ref-type="bibr" rid="ref16 ref17">16,17</xref>
        ].
LBGs use a mixture of sensor data such as satellite
navigation, pedometer and accelerometer data to
support gameplay. Through controlling the
placement of geographical in-game virtual points
of interest (PoIs), LBGs can alter players’ travel
routes [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ], highlight specific geographical areas
[
        <xref ref-type="bibr" rid="ref17">17</xref>
        ], and bring players together at specific places
[
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. LBGs have also been used to crowdsource
data collection from specific locations [
        <xref ref-type="bibr" rid="ref19 ref20">19,20</xref>
        ],
which makes them relevant for landowners and
the forest industry. Hence, the games offer a lot of
potential and are particularly relevant for
humanforest-machine interplay.
      </p>
      <p>
        This work seeks to fulfill two main research
gaps. First, we seek to move beyond LBGs’
capability to influence player movement [
        <xref ref-type="bibr" rid="ref16 ref21">16,21</xref>
        ],
and understand what other potential benefits the
games could offer for forest-goers beyond
motivating them to go there. Second, we expand
the research on crowdsourcing and gamification
[
        <xref ref-type="bibr" rid="ref20 ref22 ref23">20,22,23</xref>
        ], as well as research on citizen science
[
        <xref ref-type="bibr" rid="ref24 ref25">24,25</xref>
        ], by investigating what opportunities LBG
players have for collecting information from
forests that would benefit landowners and the
forest industry. Accordingly, we formulate the
following two research questions:
      </p>
      <p>RQ1: What potential benefits can
locationbased games offer for forest-goers?</p>
      <p>RQ2: What crowdsourcing opportunities do
location-based game players offer for landowners
and the forest industry?</p>
    </sec>
    <sec id="sec-2">
      <title>2. Background</title>
    </sec>
    <sec id="sec-3">
      <title>2.1. Benefits of forest-going</title>
      <p>
        The literature on the benefits of spending time
in forests has been traditionally divided into
research on forest-bathing [
        <xref ref-type="bibr" rid="ref5 ref6">5,6</xref>
        ] (which can be
defined as spending time in forests with the aim to
immerse with the environment) and habitual short
walks in forests [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. The literature review of
Payne and Delphinus [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ] discovered 31 papers
observing benefits of forest-bathing. They
identified multiple physiological benefits,
including increased immune and cardiovascular
function and stabilization of the neuroendocrine
function. Much of this body of research has been
conducted in Japan, Asia and the northern
hemisphere, and thus, the findings may not be
relevant in, for example, Australia [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ].
Forestbathing has also been found to increase
rumination, compassion and scaffold a connection
with nature [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ] as well as increase learning and
concentration, especially in young children
[
        <xref ref-type="bibr" rid="ref1 ref2 ref4">1,2,4</xref>
        ].
      </p>
      <p>
        One of the often-discussed benefits of
forestgoing is reduced stress [
        <xref ref-type="bibr" rid="ref26 ref3 ref7 ref8">3,7,8,26</xref>
        ] which is also
connected to self-reported increases in positive
mood [
        <xref ref-type="bibr" rid="ref26 ref5">5,26</xref>
        ]. Taken together, we conclude that the
evidence of the benefits of forest-bathing and
habitual walking in forests seem overwhelming,
but in addition, there is evidence that simply
viewing forest scenery may have similar, albeit
perhaps not equally strong effects [
        <xref ref-type="bibr" rid="ref27 ref28">27,28</xref>
        ]. Having
access to parks and recreational grounds in urban
environments can boost self-reported health as
well as physical activity during leisure time [
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
In summary, there appears to be both research and
practical justification in looking at how
motivational technologies could be used to bring
individuals into forests.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2. Gamification to address the challenges in the forest industry</title>
      <p>
        We focus on a country that has a major forest
industry, Finland. In Finland, 86% of the entire
geographical area is forest land, which includes
productive forests as well as open mountain areas
and open bogs. 67% of the total area is being used
at least to some extent for commercial timber
production, and the rest is conserved by law,
owner’s decision or land use plan [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ]. Around
60% of the forest area is owned by individuals
with an average area of 30 ha per owner [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ]. This
means that in the Finnish population, there are
roughly 600 000 individuals owning forest land.
      </p>
      <p>
        Due to the large number of forest owners and
the financial importance of the forest sector for
Finland [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ], there is a tradition of forest owners
receiving advisory services from the forest
administration and from market-oriented timber
procurement and forest management service
providers. Various forest service organizations
employ foresters and forestry engineers to advise
forest owners about the use of forests, produce
information by compiling holding-level forest
management plans and assist the forest owners in
conducting timber sales. Technological
development and the drive for more
costeffectiveness has increased the number of digital
services also in forest management.
      </p>
      <p>One challenge that forest owners face is the
difficulty of knowing exactly what is in the land
they own. To resolve this issue, the Finnish forest
authority regularly collects and produces
information from forests via sensors and remote
sensing methods2 (e.g., camera shots taken by
drones). However, the challenge here is that
sensors provide information only from a limited
forest area every year, and there are limits in what
kind of information can be obtained from limited
sensor data. Thus, currently collected information
concerns mainly timber quantity. This means
limited knowledge regarding flora and fauna,
timber quality, possible storm damages, quality of
water reserves in the area, hikers and travelers
visiting the forest and so forth.</p>
      <p>
        One way to further develop data collection
from forests is gamification [
        <xref ref-type="bibr" rid="ref20 ref22 ref23">20,22,23</xref>
        ]. Past work
has shown that individuals can contribute high
quality data through gamified services that help
benefit the larger population [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ]. Even in Finland
there currently do exist some services that make
use of crowdsourcing, and these services are
popularly used by hunters. However, it is clear
there is a lot of unharnessed potential. For this
reason, and addressing RQ2, we investigate how
crowdsourcing, and gamification could be used in
conjunction with location-based technologies to
collect data from forests for landowners and the
forest industry, and what this data could be.
      </p>
    </sec>
    <sec id="sec-5">
      <title>3. Materials and methods</title>
    </sec>
    <sec id="sec-6">
      <title>3.1. Data collection</title>
      <p>The current research lies at the intersection of
gamification and forest sciences, and therefore, it
is crucial to obtain viewpoints from both
disciplines. To this end, we designed a workshop
for academic stakeholders for answering the two
RQs presented in this work and joint discussions
about how to reach these goals.</p>
      <p>We recruited informants from primarily the
fields of gamification and forestry by utilizing our
extended networks. In addition to the organizing
authors, altogether 16 participants joined the
workshop, of whom 8 worked primarily in forest
sciences, 5 in gamification and 3 in other related
disciplines. The participants are detailed below in
Table 1. Participants joined the workshop for 3
hours on September 23rd, 2021. The workshop
was held online at Zoom due to limitations in
travel caused by the COVID-19 pandemic. All
participants stayed at the workshop until the end
and agreed to the recording of the sessions as well
as to the use of their anonymized answers in
research.
2 Finnish Forest Centre, 2021. Open forest and nature information.
Visited on Dec 1st 2021.
https://www.metsakeskus.fi/en/open</p>
      <p>The workshop itself was organized as follows.
In the beginning, the first author introduced the
workshop topic by presenting the design space,
design issues and a summary of past work on the
topic (45min). This was followed by a group
session (15min) in small teams about the design
issue of how LBGs could benefit landowners and
the forest industry. We went through the results
together (15min) and had a small break (15min).
Next, in the same small groups we discussed the
potential of LBGs for forest-goers (15min) and
again went through the results together afterwards
(15min). We closed the workshop by collectively
designing solutions to the identified issues
(30min) and having general discussion on the
feasibility of these solutions (30min). The second
author took notes during the entire duration of the
workshop and assisted in ensuring that the parallel
group sessions operated smoothly. Immediately
following the workshop, both organizing authors
wrote down thoughts regarding the ideas
presented at the workshop, and information
related to them. These notes together with the
workshop recording and transcription were used
as data sources in the analysis.
3.2.</p>
    </sec>
    <sec id="sec-7">
      <title>Analysis</title>
      <p>
        The goal of the data analysis was to identify
and demystify all unique ideas presented at the
forest-and-nature-information
workshop regarding the potential benefits that
LBGs offer for (1) forest-goers; and (2)
landowners and the forest industry. As is typical
with inductive qualitative research, this process
was iterative, and we adjusted our analysis to
ensure all data points were considered and
meaningfully connected [
        <xref ref-type="bibr" rid="ref33 ref34">33,34</xref>
        ]. The analysis
process can be described as following three
principal steps.
      </p>
      <p>
        First, we familiarized ourselves with the data
sources. We re-listened the recording of the
workshop a couple of times and read the notes
taken during and immediately after the workshop.
At this stage, we fetched unique ideas and
concepts of LBGs potential for forest-goers and
landowners, guided by our a priori formulated
research questions. Second, we conducted open
coding [
        <xref ref-type="bibr" rid="ref34">34</xref>
        ] to fetch all the unique suggestions
from the data. This was done by going through the
session transcript and marking all mentions of
these suggestions. At this stage, we stayed close
to the data and avoided injecting our own
interpretations to the process. Third and finally,
we conducted axial coding to connect similar
concepts together [
        <xref ref-type="bibr" rid="ref33 ref34">33,34</xref>
        ]. This was done by
placing identified higher order keywords on each
of the first order concepts, and then formulating
higher level categories in which individual
suggestions belonged to. At this stage we
organized the presented ideas in a way that would
offer a clear conceptual framework for
understanding the data. Regarding RQ1, which
concerned the potential benefits for forest-goers,
we sought to distinguish between (1) mechanisms,
(2) benefits, and (3) outcomes. Regarding RQ2,
which was about the potential of forest-goers to
crowdsource information, we distinguished
between (1) motivators, (2) what data to collect,
(3) and potential uses of the data. We conducted
axial coding to connect similar concepts together
[
        <xref ref-type="bibr" rid="ref33 ref34">33,34</xref>
        ]. This was done by placing identified
higher order keywords on each of the first order
concepts, and then formulating higher level
categories in which individual suggestions
belonged to. At this stage we organized the
presented ideas in a way that would offer a clear
conceptual framework for understanding the data.
Regarding RQ1, which concerned the potential
benefits for forest-goers, we sought to distinguish
between (1) mechanisms, (2) benefits, and (3)
outcomes. Regarding RQ2, which was about the
potential of forest-goers to crowdsource
information, we distinguished between (1)
motivators, (2) what data to collect, (3) and
potential uses of the data.
      </p>
    </sec>
    <sec id="sec-8">
      <title>4. Findings</title>
    </sec>
    <sec id="sec-9">
      <title>4.1. Potential of LBGs for forestgoers</title>
      <p>We investigated the potential of LBGs to offer
forest goers meaningful, positive or otherwise
beneficial experiences. As a result of the
workshop and included parallel expert
discussions, eight potential positive outcomes
were identified and connected to specific LBG
mechanics. These are displayed in Figure 1 in the
Appendix. The mechanisms and potential benefits
are derived directly from the data, but their
interconnections and the aggregate outcomes are
part of the authors’ interpretation of the data.
Next, we go through these eight potential
outcomes in detail.</p>
    </sec>
    <sec id="sec-10">
      <title>4.1.1. Learning</title>
      <p>The experts thought that it would be prudent
for LBGs to teach players about how to behave in
forests or natural environments. For example, in
Finland, irrespective of forest ownership, there
are everyman’s rights that grant people the legal
right to walk in forests as well as gather berries
and mushrooms from there. LBGs could inform
players about such rights. Furthermore, the games
could teach about how to navigate in nature by
providing a terrain map or teach about flora, fungi
and animals that dwell in the forest.</p>
      <p>Besides informative content, the experts
theorized that LBGs could help players get
acquainted with nature through connecting game
mechanics to the real-world environment the
players are in. One presented idea related to
building a sensor network on top of which LBGs
could be created that make detailed use of the
environment. For example, aspects such as
humidity, rain, slipperiness, terrain, birds and ant
hills could be incorporated into the game.</p>
      <p>According to the experts, these goals could be
achieved through on-spot teaching, machine
learning techniques for identifying sounds in the
forest and machine vision or other techniques for
identifying flora and fauna that the player
encounters, providing them with information
about. These approaches could be gamified and
integrated as part of the LBG playing in such a
way that players would learn about their
environment while playing.</p>
    </sec>
    <sec id="sec-11">
      <title>4.1.2. Obtaining food</title>
      <p>The forests in Finland, Canada and elsewhere
provide a lot of free healthy food, which serves as
nutrition for e.g., bears, reindeer, multiple bird
species, insects, bugs and humans. This nutrition
includes, for example, lingonberries, blueberries,
wild mushrooms and wild herbs. According to
some estimates, over 90% of berries in Finnish
forests are unpicked every year, even though
roughly 3000 foreign foragers are invited to
Finland annually to assist in the foraging3. Hence,
despite the various life forms enjoying the
nutrition as well, there is room for humans to
increase the collection of this free food without
harming the ecosystem.</p>
      <p>There are several reasons why so much of the
nutrition ends up wasted from the human
perspective. First, finding mushrooms,
blueberries etc. in their optimal season is not
always a straightforward task. Second, it takes
time and effort (and typically a car) to travel to
distant forests. Some of the most remote areas also
require hiking. A lot of people either lack the time
or are willing to spare the effort. Third, not all
forest-goers are able to identify which
mushrooms, berries and herbs are edible, or may
not know where to look.</p>
      <p>The experts brought up machine vision
methods, but also several other means through
which LBGs could be designed or enhanced to
help players identify nutritious food around them.
For example, players could be given a set of
questions about how a mushroom they found
looks like, and through answering the questions
the system could identify the mushroom and
provide information about it. The concept of
onspot teaching was judged to be superior in terms
of teaching, as it combined the experience in the
forest and the discovery of something new with
learning about what it is.</p>
      <p>In addition to on-spot teaching and learning,
the participants discussed how players could be
directed to find berries and mushrooms. Here
crowdsourcing and other means to pinpoint berry
and mushroom locations could be investigated.
These functionalities could also include a
multiplayer component, as players could see
which areas have already been checked by other
players, meaning they could go look elsewhere.
Furthermore, players could voluntarily choose to
3 More than 1000e income. This is how it’s done with berries,
https://www.is.fi/taloussanomat/oma-raha/art-2000001802063.html,
visited 4th of December, 2021
reveal optimal harvesting locations to other
players. The experts also discussed how LBGs
could utilize special in-game events to direct
players to forests in specific times and seasons
when interesting things happen, so they could be
around when, for example, berries are ripe for
picking.</p>
    </sec>
    <sec id="sec-12">
      <title>4.1.3. A sense of belonging in nature</title>
      <p>The concept of belonging was discussed at the
levels of social belongingness and a sense of being
united with nature. The experts discussed LBGs’
potential to influence players’ social life in two
ways. First, the games provide ways to find
companionship from other players. Second, the
games can help players find time alone. Being
united with other forest-goers can have social
benefits but being alone in a forest can have
meditative and restorative advantages. Some
people may visit nature specifically to avoid busy
and noisy urban life. The experts pinpointed that
some forest-goers may specifically seek to avoid
encounters with other people. Hence, both
individual and multiplayer functionalities should
be implemented to provide players the
opportunity to enjoy nature as they want.</p>
      <p>With regards to being united with nature, the
experts associated the processes of spending time
in forests, learning about the forest and having
meaningful experiences in the forest with the
development of a sense of belonging in nature.
Furthermore, one of the introduced ideas
suggested that LBGs could also connect
homebound people to forests by, for example,
creating games that are played from home, but
which are based on real forests. Such games could
be (1) purely map-based through using real world
maps as the background; (2) built on top of a
digital twin of a real forest; or (3) make use of 3D
cameras mounted on top of a physical player
where player 1 would physically go to the forest
wearing a headset and player 2 would be home
seeing what player 1 sees and participating in the
experience.</p>
    </sec>
    <sec id="sec-13">
      <title>4.1.4. Benefits to society</title>
      <p>
        Players may obtain gratifications for
participating in “the common good” such as
climate change activism, collecting trash from
forests, citizen science or informing other players
about locations of nutritious food in a forest.
While some of these aspects such as collecting
trash from forests can be difficult to gamify,
academic studies suggest that crowdsourcing
information can be an effective strategy for
collecting detailed and high-quality information
[
        <xref ref-type="bibr" rid="ref20 ref22">20, 22</xref>
        ]. This was also the position taken by the
experts in the workshop, as various ideas for
crowdsourcing information were presented. Next,
we discuss these ideas.
4.2. Potential
crowdsourcing
forests
of LBGs
information
      </p>
      <p>for
about</p>
      <p>Crowdsourcing was identified by the experts
as the single biggest way LBG players could be
useful to landowners and forest industry, but also
to land use planning more widely. The ideas
presented by the experts could be divided into
ways to motivate crowdsourcing, what data to
collect and use cases where the data could be used.
These ideas arose directly from the data and the
authors were responsible only for identifying and
organizing them. They are summarized in Figure
2 in the Appendix.The experts brought forward
five motivators for participating in crowdsourcing
of forest data: (1) citizen science; (2) carbon
conservation revenue programs as a source of
external motivation; (3) learning and acquiring
new skills; (4) having an emotional connection to
nature and wanting to protect it; and (5)
gamification elements.</p>
      <p>These categories of motivation are broad, as
for example, learning and acquiring new skills can
encompass things such as the identification of
plant species and bracket fungi, knowledge about
forest wildlife and being able to navigate in forest
landscapes. Regarding the emotional connection
to nature, we note that while being in forests can
boost this connection, it can also serve as a reason
to go to forests in the first place.</p>
      <p>
        From the LBG design perspective, the most
relevant motivators are (3) learning and acquiring
new skills; and (5) gamification. The rest will
either come automatically, externally or implicitly
in such a manner that it is difficult to incorporate
them into LBG artifact design. The panel of
experts produced some preliminary ideas for both
(3) and (5). With regards to learning, the experts
discussed e.g., on-spot teaching and augmented
reality for enhancing the forest experience.
Regarding gamification, the experts felt it was
important that the game mechanics would be
meaningfully connected to nature. Multiplayer
functionalities were seen as particularly
important, and they were also in focus when
looking at the enjoyment of the forest-goers. This
also aligns with previous studies on the use of
gamification to motivate crowdsourcing [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ].
      </p>
    </sec>
    <sec id="sec-14">
      <title>4.2.1. Data collection</title>
      <p>The experts highlighted the following aspects
that LBG players could collect data from: (1)
detection of dead wood; (2) obtaining knowledge
which areas are popular among forest dwellers;
(3) photos of beautiful scenery within the forest;
(4) photos of storm damage, insect outbreaks or
other calamities; and (5) pinpointing the location
of animals, rare plant species, desired vegetation
or undesired vegetation.</p>
      <p>Regarding photos of beautiful scenery, this
could also be used in research through
investigating which elements contribute to the
LBG players’ preferences of a beautiful location
(e.g., stones, streams and other water elements,
paths, rocks, cliffs, vegetation, scenic landscape,
trees, wildlife…). Regarding photos of storm
damage and insect outbreaks, they are useful
when combined with the players’ location, as this
can help pinpoint the locations, enabling a
targeted investigation by professionals or other
stakeholders. The pinpointing of animals and
vegetation could be used to find berries and
mushrooms, to remove invasive vegetation, or to
understand the territories of wild animals.
Altogether this information can be useful for both
landowners, conservationists and foresters, where
perhaps foresters are more concerned with timber
quality, conservationists with animal locations
and invasive vegetation and landowners with all
the data points.
4.2.2. Use cases</p>
      <p>Connected to the collected data and arising
from having it at disposal, several use cases arose.
The data could be used to support forestry
decision making, or decision making, cities,
municipalities, landowners, public organizations
or other stakeholders. The decision-making
processes can draw from all the data sources
mentioned in the previous section, as well as other
data sources. For example, photographic data of
beautiful scenery could be used to design hiking
trails that take people to these beautiful places,
promoting hiking, tourism and enjoyment in
nature. Landowners can use the data to learn about
their forests.</p>
      <p>The data on insect outbreaks and storm
damages can be particularly useful for forest
officials when mitigating damages or deciding
what action to take in the case of a calamity. For
example, if a forest fire breaks out it may be useful
to know what all wildlife could be in that area,
how the fire is expected to spread (by knowing the
type and quality of the vegetation) and so forth.
Overall, this data can be useful in supporting the
planning of forest management and voluntary
conservation programs.</p>
    </sec>
    <sec id="sec-15">
      <title>5. Discussion</title>
    </sec>
    <sec id="sec-16">
      <title>5.1. Key findings</title>
      <p>We summarize our findings regarding the two
research questions of this study as follows:
Regarding RQ1 “What potential benefits can
location-based games offer for forest-goers?”, we
identified eight unique benefits ranging from
learning how to behave in forests and establishing
a connection with nature to assistance in finding
companionship or time alone. The benefits could
be connected to four aggregate themes, which
were: (1) learning; (2) obtaining nutrition; (3) a
sense of belonging; and (4) benefitting society.
The participants also detailed out design ideas and
mechanisms for reaching these goals, which lay
the groundwork for design-oriented studies in
LBGs for supporting beneficial human-forest
interaction (See Figure 1).</p>
      <p>Regarding RQ2 “What crowdsourcing
opportunities do location-based game players
offer for landowners and the forest industry?”,
our findings were sorted into three categories: (1)
motivators; (2) what data to collect; and (3) how
the data can be used. The motivation part was
largely a collection of gamification and design
strategies for making participation more fun. This
information can be used as ideas in design –
oriented work. Among what data to collect we
obtained a diverse set of ideas ranging from
detection of decayed wood to pinpointing
locations of unwanted or desired vegetation (See
Figure 2). The use cases were also manifold, and
according to the informants crowdsourcing forest
information can be beneficial for forestry decision
making, tourism, landowners to learn about their
land, the creation of digital twins and simulation
games.</p>
    </sec>
    <sec id="sec-17">
      <title>5.2. Theoretical implications and practical</title>
      <p>
        Our findings revealed some new potential
benefits which have not yet been mentioned in the
extant literature on LBGs (see, e.g. [
        <xref ref-type="bibr" rid="ref35">35</xref>
        ]). These
included the potential of LBGs to direct players to
learn about nature, find nutrition, assist in the
formation of an emotional connection with nature,
find time alone and support walking in more
uneven terrain than what is likely to be found in
urban spaces. These findings are important, as
most contemporary LBGs are designed primarily
for urban spaces [
        <xref ref-type="bibr" rid="ref16 ref36">16,36</xref>
        ] and the potential of the
games for scaffolding meaningful interactions
with nature is still largely unharnessed.
      </p>
      <p>
        With regards to the discovered opportunities
for crowdsourcing data from forests for
landowners and the forest industry, we contribute
to the research on crowdsourcing and
gamification [
        <xref ref-type="bibr" rid="ref19 ref20">19,20</xref>
        ] by identifying and
elucidating what data could be collected that
would be valuable for stakeholders in the field of
forestry. Our findings can also be relevant for the
research in forest management using field data
[
        <xref ref-type="bibr" rid="ref37">37</xref>
        ], as we present ideas on what data to collect
and propose preliminary design ideas on how
crowdsourcing could be implemented to get the
data. Finally, work on engagement with citizen
science [
        <xref ref-type="bibr" rid="ref24 ref25">24,25</xref>
        ] could benefit from these findings,
as our findings included mechanisms and
motivators involved in player participation in
crowdsourcing data from forests.
5.3.
      </p>
    </sec>
    <sec id="sec-18">
      <title>Limitations and future work</title>
      <p>
        In all research involving experts, the sampling
of the experts opens some limitations, since likely
there will always be some viewpoints that are
excluded. For this reason, the ideas generated by
the experts are not an exhaustive list of all
possibilities. To address this limitation, future
work could involve stakeholders with even more
diverse backgrounds. In addition, we collected
data from a single session. While the workshop
contained parallel sessions and produced rich
data, additional iterations involving the experts
could yield further ideas and help rank the ideas
based on significance and applicability. To
address this limitation, we propose that this line of
research is continued by adopting iterative
qualitative methods such as the Delphi-method
[
        <xref ref-type="bibr" rid="ref38">38</xref>
        ].
      </p>
      <p>
        With regards to the presented design
suggestions and goals of LBGs for the forest
industry, we encourage future studies to look
further into the discovered goals and benefits. Our
findings offer a groundwork for design science
research that seeks to come up with prototype
designs and LBG artifacts that aim to fulfill one
or several of the design goals identified in this
study. Finally, while our focus was on the benefits
of LBGs, recent research has urged scholars to
also acknowledge and study the negative
outcomes of gamification [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ]. Hence, future
work should involve the careful study and
appraisal of LBGs potential negative influence.
      </p>
    </sec>
    <sec id="sec-19">
      <title>6. Acknowledgements</title>
      <p>This article was supported by the Academy of
Finland Flagship Programme under Grants No.
337653 and 337655 (Forest-Human-Machine
Interplay (UNITE)).</p>
    </sec>
    <sec id="sec-20">
      <title>7. References</title>
    </sec>
    <sec id="sec-21">
      <title>8. Appendix</title>
    </sec>
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