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PhD thesis

Engaging with Place through Location-Based Games: Navigation and Narrative in Game Design and Play Experiences

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How do designers and players of location-based games engage with place? And what are the implications for how we understand 'place' as a concept today?

Three images showing mobile digital devices being used to navigate places

This thesis examines how people engage with place through location-based games. Location-based games are those that incorporate the player’s physical location and/or actions into the gameplay through media interfaces. Despite growing in popularity over the past two decades, there is an absence of fine-grained ethnographic research into everyday practices and emplaced experiences of location-based game design and play.

 

The contributions of this thesis are built upon three years of practice-based, autoethnographic participation in developing location-based games, alongside ethnographic observation, interviews and focus groups with creative collaborators and players. Its findings unpack how engagement with place unfolds through the design and play of location-based games and the implications of these processes for how we understand place as a concept today. In doing so, it builds upon scholarship concerning locative and mobile media, interfaces, play, digital narratives, games and philosophies of place.​

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Get in touch if you'd like to read a copy of this thesis:

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Watch a brief summary of my research findings here:

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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Learn about design techniques for engaging with place through games and other interactive or site-specific experiences:

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Learn about the three games developed as part of this research:

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An ornate, golden mechanical navigation device on a dark blue background
An image of an old stone wall covered by a metal grille and a climbing plant is positioned next to a poem with three words highlighted in green
A satellite image of a seaside town with several coloured pins overlayed. A box appears above one of the pins with text reading 'The Gates to Dreamland, Ash Wednesday 1634, Part 1 of 6' and a play button.

Canterbury in 3 Words

The Timekeeper's Return

The Gates to Dreamland

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