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.
CITATION STYLE
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
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