%0 Conference Proceedings %T Applying and Facilitating Serious Location-Based Games %+ KTH Royal Institute of Technology [Stockholm] (KTH ) %+ Bremer Institut für Produktion und Logistik GmbH (BIBA) %+ Bauhaus-Universität Weimar %+ Advanced Technology Systems [Romania] (ATS) %A Baalsrud Hauge, Jannicke %A Söbke, Heinrich %A Stefan, Ioana, A. %A Stefan, Antoniu %Z Part 1: Games %< avec comité de lecture %( Lecture Notes in Computer Science %B 19th International Conference on Entertainment Computing (ICEC) %C Xi'an, China %Y Nuno J. Nunes %Y Lizhuang Ma %Y Meili Wang %Y Nuno Correia %Y Zhigeng Pan %I Springer International Publishing %3 Entertainment Computing – ICEC 2020 %V LNCS-12523 %P 104-109 %8 2020-11-10 %D 2020 %R 10.1007/978-3-030-65736-9_8 %K Serious games %K Pervasive games %K Internet of Things %K Smart City %K Instructional design %Z Computer Science [cs]Conference papers %X The popularity of location-based games continues unabated and is benefiting from the increasing use of mobile end devices and advantageous general conditions, such as the Internet of Things and the Smart City paradigm. This enormous potential of engagement should also be tapped for serious location-based games, i.e. the use of location-based games beyond the purpose of entertainment. The workshop “Applying and Facilitating Serious Location-based Games” aims to contribute to the development of this potential. In the article, the theoretical basis for this workshop is derived and corresponding frameworks are presented. %G English %Z TC 14 %2 https://inria.hal.science/hal-03686001/document %2 https://inria.hal.science/hal-03686001/file/500145_1_En_8_Chapter.pdf %L hal-03686001 %U https://inria.hal.science/hal-03686001 %~ IFIP-LNCS %~ IFIP %~ IFIP-ICEC %~ IFIP-TC14 %~ IFIP-LNCS-12523