att_abstract={Physical inactivity and social isolation are the demons of computer gaming. To combat these and similar problems, my goal is to create attractive game experiences that require play outdoors, encourage multi-player interaction, and incorporate vigorous physical activity inherently. However, play outdoors in large scale naturalistic environments, using only the equipment (e.g., smartphones) people normally carry with them in the world, brings new challenges to game design. Gone is the central server that coordinates all activities and manages evolution of the game state; gone is perfect communication among all players at all times; and gone are specialized sensors and controllers purpose built for games. This paper lays out the motivation for this style of gaming, as well as the challenges we face in engineering them, from requirements capture through design, coding, and validation. Finally, I summarize first steps that have already been taken and hint at future directions.},
	att_categories={C_NSS.17, C_NSS.18, C_IIS.8},
	att_copyright_notice={(c) ACM, 2011. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Intl Conf Software Engineering Workshop on Games and Software Engineering (May 2011). {{, 2011-05-22}}.
	att_tags={geocast,  game,  design,  smartphone,  ad hoc network},
	author={Robert J Hall},
	booktitle={Proceedings of First ACM Workshop on Games and Software Engineering},
	institution={{Intl Conf Software Engineering Workshop on Games and Software Engineering (May 2011)}},
	title={{Software engineering challenges of multi-player outdoor smartphone games}},