Breaking reality: Exploring pervasive cheating in Foursquare

8Citations
Citations of this article
75Readers
Mendeley users who have this article in their library.

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. © 2011 Authors & Digital Games Research Association DiGRA.

Cite

CITATION STYLE

APA

Glas, R. (2011). Breaking reality: Exploring pervasive cheating in Foursquare. In Proceedings of DiGRA 2011 Conference: Think Design Play. https://doi.org/10.26503/todigra.v1i1.4

Register to see more suggestions

Mendeley helps you to discover research relevant for your work.

Already have an account?

Save time finding and organizing research with Mendeley

Sign up for free