Workshop papers and timetable available. Please see the program for details.


This workshop provides a forum for researchers and practitioners in the field of pervasive, mobile, and location-based gaming. The thematic focus is on mobile games and other social mobile applications that take location and context, as well as the players' movements as important design parameters. The workshop particularly addresses mobile game designers, developers, and game scholars who are concerned with current and future issues of mobile game design, development, staging, and evaluation. It aims to span the boundaries between play, research, and business.


Mobile applications already pervade our everyday life. Mobile games allow their players to exploit the arising opportunities for mobile human-computer interaction in a playful fashion. Their players use game rules to voluntarily confine the game space, and then roam this space to overcome the limits of the underlying positioning and communication technology.

The archetypical mobile game is Geocaching, which started immediately after the US government announced the discontinuation of the artificial degradation of GPS signals for non-military users on 1 May 2000. In this game, players hide caches, small treasures, and announce their locations as GPS coordinates over the Internet for other players to search for them. Mobile games today utilize mobile and pervasive technology. Small and portable devices are equipped with sensors and models of their environments that allow them to sense the emerging context of play and to accordingly interact with the player.

These mobile games combine the real world with virtual dimensions. As outdoor games they stand in the tradition of rallies and Geocaching. They also use the outside environment as playground but use computing devices to access the mixed world and to enable and organize play activities. Thus they offer particular possibilities. They enable communication and collaboration between players independent from their positions; they augment the real world by game-specific information and action possibilities; they allow to collect game process data for analysis and complex feedback; they integrate the game interaction with other web-based services and perform complex game mechanics either on the client- and/or the server-side.

In this workshop we ask for mobile games of tomorrow and their aesthetical, technological and conceptual assumptions. We already saw the convergence of mobile, social, and map technologies. We witness the emergence of mobile game communities, the localization of social networks, a surge of mobile Augmented Reality (AR),, social mobile gaming platforms, mobile game creators, and the development of dynamic map technologies. We further notice precursors of ecosystems connecting mobile gamers, producers, researchers, and game technologies.

program committee

Alan Chamberlain, MRL, University of Nottingham
Rod McCall, SnT, University of Luxembourg
Horst Pohlmann, Spielraum, FH Köln
Duncan Rowland, University of Lincoln

organizing committee

Barbara Grüter, Hochschule Bremen - University of Applied Sciences
Leif Oppermann, Fraunhofer FIT, St. Augustin
Holger Mügge, University of Bonn (contact:



sep 30, 2011 - submission

oct 21, 2011 - notification

oct 31, 2011 - final version

nov 08, 2011 - moga workshop

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previous moga

moga 2009 in Luebeck, Germany

moga 2008 in Munich, Germany