mobile GAMES +locative

Here are chloe’s fav. as they combine a digital game experience , similar to online casual or even RPG games, with an urban environment or activity. Most of the projects below require a phone that has GPS technology (see category, technology)

01_Mogimogi, newt games 2003


One of the most popular geotagging mobile projects, headquarters, where else, in Japan. Mogi-mogi is a game where players, move outside, collect virtual objects through their phone and trade with others to complete collections. The goal is to complete the maximum score, by completing collections. Through the website, players can see the position of connected players as well as collected items. Simple mechaniques and lovely graphics. More…

02_ The Shroud, world games & Sony BMG, to be released in 2007

The shroud is a good example of an RPG mobile game that overlays with gps technology. In Shroud, you are fighting with evil creatures that came from Shroud to ruin everything that has ever been made by humans. You can also build your own farm, decorate your house and so on. Builduing upon a thriving community that is based on real world locations, players have to defend their territory by any means necessary and venture out on heroic quests. More..

03_Songs of North, Game Research Lab, Finland 2004


this is my favorite concept , from the list , so i m making a long entry…If you dont feel like reading everything below, short story is: use your keyboard to make sounds on a drum that appears on your mobile phone screen (its a nokia phone), cast spells to your opponents, fullfill quests connecting to real location clues and make the world a better or a worse place.

Long story now…Songs of North is a multiplayer game concept, in which the player is a shaman trying to either make the persistent game world a better, or a worse, more chaotic place. The game draws it’s inspiration from the Finnish mythology, especially the epic Kalevala. The background story revolves around the legendary Sampo, a machine that is able to produce anything. Sampo has been destroyed in the battles between the Northmen and the sons of Kaleva, and it’s pieces are scattered around the world. Player, the Shaman, has two options: if she fi nds a piece of the Sampo, she can either keep it and gain some power, or destroy it by sinking it into a swamp, thus returning the energy of the Sampo to the world, making it a better place. What the player sees on the gamedevice, is her shamanic drum.
What the player sees on the game device, is her shamanic drum. The drum has symbols painted onto it, 9 of them. Each symbol has a corresponding button in the numeric keyboard. If the player wishes to interact with the world, she needs to drum a spell by pressing the buttons in correct order. For example, to see if other players are nearby, the shaman would need to drum an observation spell: The game world – the spirit world – overlaps the real world, and some places in the real world have signifi cance to the game. For example, a portal to the underworld may be situated in a graveyard, water spirits inhabit areas near lakeshores, and so forth. When the game starts, the shaman must select a totem-animal: this selection affects the way the shaman is seen – or rather, heard – by other players in the spirit world. Every creature in the game emits a sound. So, a wolf-shaman is recognizable by her howling. The shaman also selects one of the four elements (forest, light, water or wind) to be the basis of her spell casting ability. In addition to either destroying or hoarding the pieces of the Sampo, the shaman can find other things to do in the game. The elder gods of the Finnish pantheon have left different quests to be performed by the heroes, the shamans. These quests may be about finding and combining items, rescuing non player characters out of peril, or killing evil monsters. Some of these quests cannot be performed alone, co-operation with other shamans is needed.


A mobile phone loaded with RayGun software (and GPS ;)) emits “spectral” energy that lets you attract and track ghosts. Some are friendly and helpful; others will put an end to your game unless you get them first! To aim the raygun at a ghost, you move toward it. Moving quickly increases the raygun’s range. The longer you play, the more ghosts you attract, and the faster you have to move to stay ahead. Begin walking toward a ghost. The RayGun beam appears as a yellow cone. At first the beam is too short and too far to the east to zap the red ghost. Walk faster, and the beam becomes more powerful. Now the beam is long enough, but it still isn’t aimed at the red ghost. Adjust your aim by veering left, and the beam swings onto your target. ZAP! More…

05_The Journey I &II, Mopius, 2007


In Journey II, you are in the role of an infamous detective and have to solve a mysterious case not only by making it through the story, but also by walking to different locations. The game is aware of your movement. Right at the beginning when you, as the detective, have to leave your bureau and go outside, you have to take your mobile and go through the streets of the city you live in. The game saves the locations (CellTower ID) and in the course of the story you will have to return to your bureau and walk back to the place where you started playing. More…

….for a taste of australian location based games try blister


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