History of Location-based gaming: a work in progress.
Just realised how little I have a clear sense of the development of location-based games over the last few years...this spot here's going to be the place where I bring together everything I know about their history. Then over time I'll try and make something coherent out of it all!
A timeline will probably be the easiest way to start pulling all the threads together.
I've started putting together something very simple in a wiki - so that if anyone else chances across it - they can add and edit.....
http://lbgames.pbwiki.com/FrontPage
Precursors
Playground and Streetgames
http://www.streetplay.com/thegames/
LARPing...
Audio Tours
Related genres
Pervasive gaming
Augmented/Hybrid Reality
Early Location-based games
Geocaching
Development of Location-based games
Multiplayer
Collaborative
First large-scale Commercial Games
Mogi-Mogi
Botfighters
Supporting Technology
Development of GPS
GIS and Virtual Earths....
Growth of Mobile phones and handheld devices
Free Authoring Tools:
MobileBristol
Charles River City
Caerus
Create-a-scape
Mscapers
Brief history of hand-held gaming devices (not comprehensive):
http://www.engadget.com/2006/03/03/a-brief-history-of-handheld-video-games
The future
Future Location-based experiences by prof steve benford
http://64.233.183.104/search?q=cache:LxOCCoOdEo4J:www.jisc.ac.uk/media/documents/techwatch/jisctsw_05_01.pdf+history+of+location-based+gaming&hl=en&ct=clnk&cd=96
Five key developments will define the new terrain of context-aware gaming:
1. Anyone can play these new games. When games are built around existing
elements there won’t be a need to learn arbitrary controls before play-
ing, and these experiences will reach a broader swath of the general
population than any video game ever has.
2. Gaming will occur anywhere, anytime, with anything. Games that bleed
into the real world will be played anywhere and everywhere, and for-
merly non-gaming objects (such as a crosswalk) will suddenly take on
dual identities.
3. Game space and “real” space will become one. When everyday actions,
like driving to work or buying items at the supermarket, begin to affect
the state of a game, players will begin to see spaces in the real world
both for their traditional purposes and their roles in game stories.
4. Other players are more essential to context-aware games. In some games,
the ideas and interpretations of other players will actually be the source
of context as bottom–up communities form to give life to clues and
puzzles. Other games will recognize the diversity of situations in the
real world and give players the tools to create and share their own ad-
ventures.
5. Most exciting games will come from the bottom up. Context-aware games
won’t require million-dollar budgets or highly specialized developers to
be successful. The barriers to creation and distribution are much lower
than traditional video games, and ideas for compelling stories or novel
interactions will be far more valuable than a degree in computer science.
From http://64.233.183.104/search?q=cache:JoLJcd_MAqwJ:www.iftf.org/docs/SR_997_Context_Aware_Gaming_ExecSum.pdf+timeline+location-based+games&hl=en&ct=clnk&cd=10


