Breaking Reality: Exploring Pervasive Cheating in Foursquare
Keywords:
cheating, gamification, pervasive games, ludification of culture, location-based gamesAbstract
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.Downloads
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"}
Proceedings
Section
Papers
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© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
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