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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Location-Based Mobile Games for Spatial Knowledge Acquisition</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Stephan Winter</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kai-Florian Richter</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tim Baldwin</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lawrence Cavedon</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Lesley Stirling</string-name>
          <xref ref-type="aff" rid="aff3">3</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Matt Duckham</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Allison Kealy</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Abbas Rajabifard</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Computer Science and Information Technology, RMIT University</institution>
          ,
          <addr-line>Melbourne, VIC 3001</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Department of Computer Science and Software Engineering, The University of Melbourne</institution>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Department of Infrastructure Engineering, The University of Melbourne</institution>
          ,
          <addr-line>VIC 3010</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
        <aff id="aff3">
          <label>3</label>
          <institution>School of Languages &amp; Linguistics, The University of Melbourne</institution>
        </aff>
      </contrib-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        Spatial knowledge acquisition has recently been boosted by the universal ubiquity
of mobile information and communication technology. This technology allows a
range of novel spatial knowledge acquisition approaches, such as crowd sourcing
        <xref ref-type="bibr" rid="ref15">(Surowiecki, 2004)</xref>
        , user generated content aka volunteered geographic
information
        <xref ref-type="bibr" rid="ref10 ref7">(Goodchild, 2007; Krumm et al., 2008)</xref>
        , or geographic information retrieval
        <xref ref-type="bibr" rid="ref11">(Larson, 1996)</xref>
        . Some of these approaches are more direct, as in contributions to
maintain existing large data sets, and others are more indirect, as in data mining
georeferenced texts to identify the spatial meaning of vernacular place names.
They also differ in the depth of contributions: Simple data collection or
maintenance considers the positioned citizen as a sensor
        <xref ref-type="bibr" rid="ref8">(Haklay and Weber, 2008)</xref>
        , while
human knowledge acquisition considers the positioned citizen as a source of
knowledge about their location
        <xref ref-type="bibr" rid="ref14 ref2">(Bilandzic et al., 2008; Richter and Winter, 2011)</xref>
        .
      </p>
      <p>
        Common to all these methods is a general lack of control in the data acquisition
process. Accordingly, these novel approaches are frequently criticized for
heterogeneous quality, uncontrolled contexts, lack of validation, impact on privacy, and
more
        <xref ref-type="bibr" rid="ref6">(Flanagin and Metzger, 2008)</xref>
        . These concerns are, at least currently,
impacting on the trust and acceptance of these acquisition methods, despite their obvious
economic and scaling advantages.
      </p>
      <p>
        Location-based mobile games have been previously suggested to be used to
collect data about how humans behave in an environment, and also how they
describe their spatial locations and events
        <xref ref-type="bibr" rid="ref1 ref12">(e.g., Matyas et al., 2008; Bell et al.,
2009)</xref>
        . In this paper we outline (a) the potential for location-based mobile games
to overcome some of the issues of the spatial knowledge acquisition approaches
above, and (b) a line of research not yet fully understood in the community. Most
notably, these games allow the designer to specify and design a certain context.
Context is critical in interpreting human behavior
        <xref ref-type="bibr" rid="ref4">(Dourish, 2004)</xref>
        , especially if it
goes beyond simple data conveyance. While an experimenter publishing a game
has no control of the gamers, we discuss and illustrate how an experimenter can
still control context. We also explain that exactly this possibility—defining a
context—gives rise to new research questions: It makes the location-based mobile
game itself a subject of investigation, with respect to how to specify a context, and
how to control the success of the specification. This way, location-based mobile
games form a platform for testing new knowledge in spatial cognition and spatial
linguistics.
      </p>
    </sec>
    <sec id="sec-2">
      <title>Spatial Knowledge Acquisition for Smarter Services</title>
      <p>This paper focuses on acquisition of human spatial knowledge. Spatial data
acquisition will not be specifically mentioned because its commercial potential has
already led to numerous variants of above mentioned mechanisms. Data acquisition
is for immediate consumption in updating spatial databases. Spatial knowledge,
however, is of interest not for immediate consumption, but for building smarter
services in the future. To be truly useful for their human users, these services need
to communicate with the users in a way that matches human understanding of
space and of the communicated event. This type of communication service
requires deep understanding of human conceptualization of space and of colloquial
communication behavior about locations and events.</p>
      <p>The established way of achieving this is to collect large amounts of data about
how humans describe spatial locations and events. Such data—corpora of verbal
descriptions, together with gestures or sketches—reveal not only the
communication patterns themselves, but also the cognitive concepts and the cognitive
reasoning behind them. This data can then be used to either annotate spatial data sets so
that automated services can tap these annotations in communication. This makes
direct use of collected data. The data may also be used to train services using
machine learning methods, or to adapt their behavior by inferring user behavior and
reactions from the data. This is an indirect way of exploiting collected data.</p>
    </sec>
    <sec id="sec-3">
      <title>Location-based mobile games</title>
      <p>
        Location-based mobile games are location aware: they consider the location of the
players in the process of the game, and sometimes also other spatial parameters of
the mobile devices such as their heading, orientation, and speed. A game is “a
diversion of the nature of a contest, played according to rules, and displaying in the
result the superiority either in skill, strength, or good fortune of the winner or
winners”
        <xref ref-type="bibr" rid="ref13">(Oxford English Dictionary, 2011)</xref>
        . A broad range of location-based
mobile games exists already, and an industry has formed to service this market.
Major categories of location-based mobile games are tagging games (reaching a
location), scavenger hunts (collecting something), role playing game (in alternate
worlds), and strategic games (based on geographic knowledge).
      </p>
      <p>Location-based mobile games offer several advantages for spatial knowledge
acquisition compared to other acquisition methods that do not have the playful
flavor of contest, for example, location based services or social networking sites.
Users (players) of these games get into the game voluntarily and on purpose, i.e.,
they plan to spend some time immersing themselves in the game environment.
Most likely, this will make them succumb to providing requested information
because it becomes part of the game. That is, agreeing to play a game gets players in
a mindset of accepting effort in interaction in order to advance the game. For
example, this effort may include tagging places or events, or performing some
spatial tasks they would normally not engage in.</p>
      <p>For the same reasons, players may also be more willing to surrender data to be
used outside the game context. Typically the collection of user-generated content,
be it behavioral or explicitly submitted, touches many privacy issues. In the
context of a game, however, players rather may agree to having their data used in
anonymous form. For one they may have an interest in improving location based
services (in particular their game). But their behavior and communication within a
game context also reveals significantly less about their private movement patterns
than, say, their car navigation system.</p>
      <p>Another advantage of employing games for data collection and subsequent
interpretation of the semantics is that the context in which players interact is known
or can even be specified by the game design. What players are supposed to do and
what they try to achieve can be taken as background in trying to interpret their
actions and the occurring events, severely restricting possible semantics.</p>
      <p>Finally, location based games may be the ideal environment to test new
methods of data collection or new interaction paradigms. While a game obviously
needs to be playable, players of such games likely do not give up easily just
because something does not work as expected or is somewhat awkward to use. In
that respect, games may also be the ideal environment for services that learn:
releasing a service to players that does not behave optimally (because it is still in its
learning phase) may rather be seen as a game challenge than a showstopper. That
way, part of the game may actually be to further the service’s learning, for
example, getting player and service to agree on some place description or the spatial
extent of that place.</p>
    </sec>
    <sec id="sec-4">
      <title>Tell Us Where</title>
      <p>
        We have tested the idea of using location-based mobile games for spatial
knowledge acquisition in one of our projects. The aim of this project is to collect a large
corpus of geo-tagged place descriptions, and to use this corpus for a variety of
research questions in computer linguistics, human-computer interfaces and spatial
information science
        <xref ref-type="bibr" rid="ref16">(Winter et al., 2010)</xref>
        . Developing a location-based mobile
game was the methodology of choice. This section reports on our experiences.
      </p>
      <p>Tell-us-where (you are) (Figure 1) was a web-based location-based mobile
game collecting human place descriptions from the players of the game. The game
idea was deliberately simple. Wherever players are and can spend a minute they
can start the game and enter a description of where they are. The place
descriptions are stored at the web-server together with the position of the mobile device,
which is automatically obtained by GPS and confirmed by the player on a map. As
an incentive each submitted place description has a chance to win a gift voucher.
Tell-us-where was optimized for the web-browsers of different current smartphone
operating systems.</p>
      <p>The game was covered by the media and quickly gained attraction. We
collected about 2000 place descriptions within the six months of running the game.
These place descriptions are distributed all over Victoria and beyond, but the
majority concentrates on Greater Melbourne (Figure 2).</p>
      <p>
        While the place descriptions are now being investigated, the game allowed us
to make a number of generic observations. With respect to the control of context
we observed:
 Location-based mobile games can be limited in their spatial extent.
Tell-uswhere was originally constrained to Victoria by a filter on the self-localization
of the players. Within a certain spatial context, location-based mobile games
could attract players to specific locations for which knowledge has to be
acquired. The filter in Tell-us-where applied this strategy to limit place
descriptions to Victoria. Within this area we observe an inhomogeneous sampling
distribution (influenced by population distribution, mobile internet coverage, and
the social networks through which the game was promoted). Geograph
(http://www.geograph.org.uk/), for example, implemented an explicit strategy
to spread contributions spatially
        <xref ref-type="bibr" rid="ref5">(Dykes et al., 2008)</xref>
        . Other recent evidence
documents the spatial distribution of mobile application usage that might be of
interest in this context
        <xref ref-type="bibr" rid="ref3 ref3 ref9 ref9">(Böhmer et al., 2011; Hecht et al., 2011)</xref>
        .
 To interpret the collected data, knowing (or designing) the context is crucial.
      </p>
      <p>Generally, context is created by a role and a purpose. In Tell-us-where the
context was set by (a) a confirmation of the self-localization by GPS on a map, (b)
the question: “Tell us where you are: [textbox]”, and (c) the purpose of pastime
and a chance to win a voucher. This specification actually underdetermined the
context, which shows in the variety of place descriptions received. One
additional and recorded context factor was the map zoom level the players had
chosen for their self-localization.
 Not everybody plays location-based mobile games seriously. Location-based
mobile games need filter mechanisms to keep the collected data sets clean.
Especially the opportunity to win vouchers made Tell-us-where vulnerable for
fake participation, and we implemented several mechanisms to test whether the
provided descriptions were actually valid place descriptions. Initially, one of
these mechanisms was filtering out place descriptions that did not contain a
place name found in a gazetteer of Victoria. These mechanisms constrained the
context as well. They actually rejected some place descriptions that would have
been acceptable by the rules; therefore, they were removed in a later stage of
the game.</p>
      <p>Tell-us-where’s game aspect is minimal (restricted to the fortune element), and the
immersion effect is accordingly limited. Nevertheless, the lessons learned are
applicable to other location-based mobile games, despite the relatively small and
local set of results.</p>
    </sec>
    <sec id="sec-5">
      <title>Summary and Research Questions</title>
      <p>Location-based mobile games are appropriate tools for spatial knowledge
acquisition, for a number of reasons. The main reason to consider location-based mobile
games for spatial knowledge acquisition is the ability to shape, and thus control,
the communication context between service (game) and user (player). Games
strongly define a context because people immerse themselves. If the context is
known, the interpretation of observations of people’s behavior and communication
can be restricted.</p>
      <p>While games allow immersion into role and purpose, some of the sources used
in harvesting techniques have at least aspects of specific contexts. For example, in
the more mundane context of social networking sites, such as foursquare
(https://foursquare.com/), people are asked to describe their location for a purpose:
to meet other people. Harvesting public place descriptions from foursquare for
Melbourne and Sydney in December 2010 has shown that this context leads
people to describe their locations (in an overwhelming majority of cases) in the
form of an address, or part of an address. For our purpose of knowledge
acquisition an addresses is relatively mute, and thus we need more open contexts.</p>
      <p>From preliminary experience, new and critical questions for further research in
spatial cognition and spatial linguistics arise. First, how can we specify and then
create the context in a game for a particular research question on human spatial
knowledge? Following from this problem is the reverse question: Do people
behave and communicate in the game as intended? A context must specify a role and
purpose, but at the same time motivate and encourage the potentially onerous
knowledge acquisition steps. It also must be specific enough for the appropriate
interpretation of the collected corpus. Ideally it must allow for checking the
validity (according to role and purpose).</p>
      <p>Early experience with filtering results to check whether players are playing
according to rules – i.e., within the specified role and purpose – was mixed. If filters
are too restrictive they produce type I errors, rejecting valid place descriptions and
frustrating serious players. Thus, future research should address the question of
what are the valid entries in a particular context, in that way defining quality
metrics that are context-dependent.</p>
      <p>These research questions can lead to an iterative development of location-based
mobile games for spatial knowledge acquisition: Improving the context
specification and interaction mechanisms in the game will provide the experiment designer
with more powerful tools, and will make the game smarter in the sense of richer
context provision. Collected knowledge can be used to develop smarter services in
the future, including smarter games.</p>
    </sec>
    <sec id="sec-6">
      <title>Acknowledgement</title>
      <p>This research was supported by the Institute for a Broadband Enabled Society and
the Australian Research Council (LP100200199). The authors are grateful for the
map contributed by Daniela Richter, and for anonymous reviews.</p>
    </sec>
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