Breaking Reality: Exploring Pervasive Cheating in Foursquare

Authors

  • René Glas

Keywords:

cheating, gamification, pervasive games, ludification of culture, location-based games

Abstract

This paper explores the notion of cheating in location-based mobile applications. Using the popular smartphone app Foursquare as main case study, I address the question if and how devious practices impact the boundaries between play and reality as a negotiated space of interaction. After establishing Foursquare as a prime example of the gamification phenomenon and pervasive gaming, both of which require us to rethink notions of game and play, I will argue that cheating in location-based mobile applications challenges not just the boundaries of play, but also of playful identity.

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Published

2011-01-01

Bibtex

@Conference{digra554, title ="Breaking Reality: Exploring Pervasive Cheating in Foursquare", year = "2011", author = "Glas, René", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/554}", booktitle = "Proceedings of DiGRA 2011 Conference: Think Design Play"}