Tuesday 10 August 2010

Location-Based Mobile Game thesis

TUMAINI UNIVERSITY
IRINGA UNIVERSITY COLLEGE

B.Sc. Program in Information Technology




DESIGNING A LOCATION-BASED MOBILE GAME SIMULATING SLAVES TRADE

A CASE STUDY OF BAGAMOYO


B.Sc. Thesis
By

GEORGE, Fadhili


A THESIS PAPER SUBMITTED IN A PARTIAL FULFILLMENT OF THE REQUIREMENTS OF BACHELOR DEGREE OF SCIENCE IN INFOR-MATION TECHNOLOGY OF TUMAINI UNIVERSITY IRINGA
COLLEGE

July, 2010



Declaration
I, Fadhili George, declare that this research report is my own work and that it has not been presented and will not be presented to any other University for a similar or any other degree award.


Candidate’s Signature:……………………………… Date………………….

(Fadhili George)

Certification

Copyright

This work is a copyright protected under the Copyrights and Neighbouring Rights Act No 7 of 1999, Laws of Tanzania and International instruments for the protection of intellectual property rights.

And as such therefore, no part of this thesis paper may be reproduced, copied, adopted, abridged or stored in any retrieval system or transmitted in any form by any means; electronic, photocopying, recording or otherwise, save for the application of ‘fair use doctrine,’ without prior written permission of the authors or/and the Dean, Faculty of Science and Education, Tumaini University, Iringa University College.










Abstract
Recently, the museums have been looking for a balance between the one-way of communication of curatorial expertise and pluralistic model of communication which can simplify the touring process done by their visitors, Bautista et al (2009). By con-sidering this idea, museums have been thinking of a way of an implementing loca-tion-based experience. A location-based game is a research topic which has been dis-cussed, criticised and evaluated much in triggering a user location and awareness es-pecially during museums visits with interactive mobile devices. Increasing of the number of multimedia tours with their various voices and interactive functions, de-vices demanding for knowledge, socialization and having fun should force the muse-ums to pass control into the visitor’s hands and provide them with high possibilities of potential connections that enable them to select, categorize and create their own area of study and interest. Mobile experiences in museums nowadays encompass with different handheld audio, video, texts and graphics multimedia devices such as mobile phones, handled computers, MP3 players and other mobile applications as a result of growing of technology in mobile industry. In Tanzania, the multimedia technology in museums is still small and gradually growing and it needs to be rein-forced quickly and accurately to reach the international museums standard level. In this thesis, I will briefly investigate the current situation of Tanzanian museums and discuss the process of designing a Location-Based Mobile Game, taking Catholic and Caravan Sirai museums in Bagamoyo as a case of study. I will review literature on how other researchers have been triggering user-location in their LBGs implementa-tions and how we will trigger location-awareness of our project in that respect. We focused on Android mobile platform in designing, and programming of the applica-tion due to the fact that it is powerful, suitable and having many functionality and capability.

Dedications
I would like to thank God Almighty for His care, love and guidance throughout my life and during this challenging period of my studies.
I would like to express my heartfelt thanks to my family of late George Ng’unda, my parents, who first, kindled the light of my education life by letting me off my child-hood duties to attend school and pay fee for my studies. My relatives for their love, encouragement and support during long academic journey of my studies, jointly de-serve many thanks. More importantly, I am deeply grateful to my girlfriend Mercy F. Nanyaro for her love, encouragement and support during my studies. Together with my daughter Maureen F. Ng’unda and her mother Helen Swai for their prayers and encouragements during this time of my studies. And, of course, I thank my friends and relatives for being there for me.







Acknowledgements
I wish to express my gratitude to my advisors Teemu H. Laine and Marcus Du-veskog-who gave me the opportunity to freely do my thesis and whose ideas were indispensable for shaping this it. I thank Prof. Erkki Sutinen for his idea of designing a Location-Based Mobile Game in Bagamoyo Museums. I thank Frank Malela for his much cooperation during writing some of Chapters in this thesis.
I also thank the people who cooperated in designing and programming the game which assembled with this thesis: Jussi Ratilainen, Ville Räisänen, Panu Parviainen and Frank Malela. I thank everyone who has read and commented my thesis. I thank my friends and colleagues at the program of Bachelor of Science in Information Technology, Tumaini University-Iringa.



Iringa, July 2010. Fadhili George.




List of Abbreviations
3D graphics- three dimensions graphics
GPRS – General Packet Radio Service – mid-bandwidth cellular telephony
service also known as 2.5G
GPS – The Global Positioning System
GSM – A mobile telephone system that is used in many parts of the world and has
become a de facto standard in Europe. It provides the lowest bandwidth but is the most widespread cellular telephony service for voice calls.
IP – Internet Protocol
ISP-Internet service provider
LBG-Location-Based Game
LBMG- Location-Based Mobile Game
LBS- Location Based Services
PDA – Personal Digital Assistant – a type of handheld computer
Wi-Fi – Wireless Ethernet network protocol, also known as 802.11b
WLAN- wireless Local Area Network

Table of Contents
Declaration i
Certification ii
Copyright iii
Abstract iv
Dedications vi
Acknowledgements vii
List of Abbreviations viii
Chapter 1: Project Proposal 1
1.1 Introduction 1
1.2 Keywords 2
1.3 Project Description 3
1.4 Aims and Scope 3
1.5 Outcomes and deliverables 3
1.6 Stakeholders 4
1.7 Methods 5
1.8 Resources 5
1.9 Sustainability 5
1.10 Issues and Threats 6
1.11 Schedule 7
Chapter 2: Literature Review 8
2.1 Location-Based Mobile Game Concepts 8
2.1.1 Definition 8
2.1.2 Types and Categories of Location-Based Game: 8
2.2 LBMGs users 10
2.2.1 LBGs player’s characteristics 10
2.2.2 Why Location-Based Mobile Game 11
2.3 LBGs Technologies 12
2.3.1 Devices Specifications 12
2.3.2 Network Technologies 13
2.3.3 Position/Location-Awareness 14
2.4 Designing a Location-Based Game 17
2.4.1 Interface Design 17
2.4.2 Game-time consideration 18
2.4.3 Mobility Aspects 19
2.4.4 Designing Approaches 19
2.5 Application Setup 20
Chapter 3: Data collection, Data analysis and Game testing 23
3.1 Area of Study 23
3.2 Data Collection 23
3.3 Game testing 23
3.4 Problems rose during game Testing 25
3.5 Data Analysis and Presentation 25
Chapter 4: The Caravan game Design and Features 27
4.1 Features and structure of the game 27
Chapter 5: Location-Based Game in Tanzanian Context (SWOT Analysis) 36
6.1 Strengths 37
6.2 Weaknesses 38
6.3 Opportunities 40
6.4 Threats 41
Chapter 6: Discussion 43
5.1 Future of The Caravan game from LBG perspective 43
Chapter 7 Conclusion 46
References 47
APPENDIX 50
1 Questionnaire questions 50
2 Interview questions 52






LIST OF FIGURES
FIGURE 1: THE SCREEN OF BALANCE MINI GAME 29
FIGURE 2: THE STRUCTURE OF FIND ITEM SCREEN 30
FIGURE 3: THE FLOWCHART OF FIND ITEM PART 31
FIGURE 4: SCREEN OF COCONUT MINI-GAME 32
FIGURE 5: THE STRUCTURE OF JIGSAW PUZZLE MINI-GAME 33
FIGURE 6: THE FLOWCHART OF THE GAME STARTING POINT 34
FIGURE 7: THE GAME TIME LINE 34






Chapter 1: Project Proposal
1.1 Introduction
Bagamoyo, which is approximately 45 miles North of Dar es Salaam in Tanzania, is considered mostly in the world history, due to the fact that it was used as an entry point for Arabs and European missionaries, explorers as well as first traders town in the history of the slave trade in East Africa, (Henschel, 2009). Moiz, (2003) explains that in the 19th century, Bagamoyo was a famous place for slave port as well as an ending point of a major slave trade routes which originated from different places in Tanganyika such as the Lake Tanganyika area. Slaves were captured through kid-napping, incitement of tribal conflicts and by purchasing prisoners of war or tribal members from their chiefs. Slaves’ trades, commercial magnitude, famine and con-flicts made Bagamoyo to grow and it became a famous town. Slaves were chained from neck to neck in the line of hundreds of people. Many slaves died on their routes because of different reasons including sickness, attacks by dangerous animals in the forest, hunger and thirst, abuse, and others by terrible punishment from the slave masters.
Recently, some of the information and truth about slaves and slavery in Bagamoyo history seems to vanish due to poor history keeping systems. Furthermore, the infor-mation which is stored / found in Bagamoyo museums (Catholic and Caravan Sirai) is inflexible to retrieve. This is due to the fact that, the Bagamoyo museums visitors are still seeking for the information about artefacts, exhibits, artworks and histories found in museums through reading some posters on the walls, watching and observ-ing exhibits, listening and asking the museums educators questions and using their pen and paper to take notes. In other words, most of the information are written and posted on museums wall where visitors have to read for any information they need. In this century of science and technology this situation is old, and it needs to be re-formed into the technological way where visitors can use their mobile devices to learn during their visit in these museums. Due to growth of tourism field, especially in the natural resources and antiquates in the Coast of East Africa, we think on design an application which, rather than entertaining and educating the visitors during their museums visit, it will also simplify retrieving of information and teaching about history of slavery in Bagamoyo. From this point of view, an idea of a Location-Based Mobile Game emerged into our minds and started to think on the ways and approaches to design this application. The application is a Location-Based Mobile game which we will name as The Caravan game. This project is under bachelor de-gree thesis which aims to solve the museums visitors’ difficulties which they are fac-ing during their visits. This thesis consists of six chapters. Chapter one is the project idea and plans, chapter two contains literature review, chapter three discusses about Data collection, Data analysis and Game testing, chapter four discusses about The Caravan game game design and prototyping. Chapter five discusses Location-based games in Tanzania context, chapter six discusses about the future of The Caravan game in LBG perspective and chapter seven is conclusion.
1.2 Keywords
Location-Based Mobile Game, history, slaves, positioning, multimedia in museums.
1.3 Project Description
This project will enable Bagamoyo museums to improve from traditional way of vis-iting the museums where the visitors use paper and pen to take notes from the objects information in the museums to multimedia museums where visitors will use game to interact with exhibits while selecting their areas of interest, learn and be entertained. The visitor will be able to use their mobile devices (Android phones in this case) to play a game (The Caravan game) during their visits which will support them in learn-ing about slaves and slavery history in Bagamoyo.
1.4 Aims and Scope
The aim of this project is to design and implement a mobile game application which will simulate slave trade in Bagamoyo. This application will offer more choices and flexibility for Bagamoyo museums visitors and greater opportunities for interactivity, learning and entertaining during their visits. Specifically, I will research on Location-based games in museums focusing on how to achieve the user location-awareness. We imagined the applications to be more about self-discovery and less guided.
1.5 Outcomes and deliverables
The outcome of this project will be a mobile game application (Location-Based Mo-bile Game), User manual which will guide end users through installations procedures and system requirements, Thesis paper which consists of procedures on how the problem has been solved including problem statement, literature review, methodol-ogy, implementation procedures and recommendations.
1.6 Stakeholders
This project consists of a numbers of stakeholders. These stakeholders have been grouped according to how they have been participated in the project. The stake-holders consist of sponsors, project designers, programmers, supervisors and man-agements.
Funding / Sponsoring.
• Academy of Finland
• University of Eastern Finland
• Higher Education students Loans Board (Tanzania)
Project Supervision, Management, Design, Programming and Implementations:
• Marcus Duveskog
• Teemu M. Laine
• Jussi Ratilainen
• Ville Räisänen
• Panu Parviainen
• Fadhili G. Ng’unda
• Frank Malela
Data sources
• Catholic museum educators and visitors(Bagamoyo)
• Caravan Sirai museum educators and visitors (Bagamoyo)
• Bagamoyo people
1.7 Methods
The methods which will be used in this project include interview, questionnaires and interview research methodologies. We will use interview research methodology in prior data collection. Data which will be collected here will help and guide us in game design and prototyping. We will use audio recorders pens and paper in collect-ing these data and we will interview 3 museums educators, several museums visitors and some Bagamoyo people. We will interview the participants to collect some in-formation about the history of slavery and the nature and interests of the museum visitors of Bagamoyo.
Questionnaires and direct interview research methodologies will be used during the game testing phase. Here, we will be able to find out how players will interact with the game and how they will feel about visiting the museums with and without the game. Data which we will collect during questionnaires and direct interview will help in modifying other visions of this game.
1.8 Resources
The resources required include Computers with programming software, time, money, people mobile devices, articles and books.
1.9 Sustainability
The project will be modified from time to time depending on the needs, nature and location of the museums. There will be also different version of the game in Swahili language. Other people will be allowed to modify the game only if they will get per-mission from authors under the license condition.
1.10 Issues and Threats
Lack of suitable mobile devices in Bagamoyo museums is big challenge. This can be a problem even during testing phase of the first draft of this game. We have three Android phones, two are in Finland and one will be used during testing and thereafter there will be no any other device which can support this application. According to statistics, Tanzania has many people who are visiting these museums than any other countries. However most of them they do not have suitable devices for this kind of application. This means that, recently only few Tanzanians have been able to play the game in museums. Due to fast development of technology, in a couple of years many people will be able to have these mobile phones which can support the application.
Power is also a problem in Bagamoyo as the rest of Tanzania. There are no suitable electricity sources which can guarantee power availability throughout the time. This will be a problem during when central managed system will be implemented and other network devices which need power all the time. Sometimes, mobile devices can run out of power when a player is in the middle way of the game. There must be the possibilities to guarantee maximum time power availability for resuming a game after a sudden power out.
Society thinking, experience and background also can be threats to this project. Since some people might have no idea of mobile games, and since they are used to visit museums without a mobile game, we fear that they might not like to use the applica-tion during visits.
1.11 Schedule
The time allocated for the project to complete the first version is three months. After this time, the first version of the game must be already tested and starts running in the museums. Below is the graph to shoe time line for this project.
Date Activities
8- 12 April Prior data collection
13-15 April Data analysis and thesis writing
16-25 April Game prototyping and thesis writing
April 26- 13 June Game design, programming and thesis writing
June 15- 17 June First version testing and thesis writing
June 18- 21 July Thesis writing
July 22 Thesis completed



Chapter 2: Literature Review
2.1 Location-Based Mobile Game Concepts
2.1.1 Definition
According to Nicklas et al., (2001), Location-Based Mobile Game (LBMG) is one where players move around in the real world. In a similar way, Lonthoff et al (2007), define Mobile Location-Based Gaming as a location-based game that can run on a mobile device using a communication channel to exchange information with a game server or other players. Location-based games have shown high potential in new ap-plication of mobile computing and mobile communication which has taken the world in the next level of ubiquitous technology since you can play it anywhere and any-time. Schwabe and Göth, (2005) note that, mobile technology enables immersion into a mixed reality environment and more motivating learning experience however it also severely limits some activities.
2.1.2 Types and Categories of Location-Based Game:
According to Lonthoff et al, (2007), Location based games differ basing on the num-ber of players and types of the game. They explain that there are single-player and multi-player games. They also added that there are Massive-Multiplayer-Games in which the end cannot be determined. In the same way Nicklas et al., (2001), list other types of games of Location-Based game as role-playing games, scouting games, real-time strategy games and shoot-em-up games though there are also some other types of games like geocaching location based game.
Nicklas. et al., (2001), divide Location-based games into three categories basing on degrees of dependence on location information as follows:
• Mobile games. They categorize it as those which game events occur only when two players happen to meet. They continue to say that Mo-bile game does not need to track the entire position of the players however proximity sensing and local communication are sufficient.
• Location aware games which are Location aware games where geo-graphical positions of the players matter so much and the game events occur when users/players visit a certain position.
• Spatially aware games. These are LBGs where real world surround-ings of the players are integrated with the game and its events occur when the player is in a certain spatial context. Real world physical ob-jects like buildings, roads and the landscape are available for use in the game.
In our project, we will focus on implementing a type of spatially aware games cate-gory because museum and its objects as really world surroundings. The game of our project will be played when the players will enter in the museums which connect the idea of spatially aware game which played when a player inter in the certain place or building.


2.2 LBMGs users
2.2.1 LBGs player’s characteristics
Every person visits museums because of some reasons. It is very important to under-stand the relationship exist between the exhibits and visitors of the museums before starting designing and programming for any application. In other words, it is recom-mended to make feasibility study of users before starting design any application for them. The museums visitors characteristics differ in terms of age, education back-ground, languages, capacity of understand, and the area of their interesting. Clearly understanding the relationship between exhibits and visitors, we will be able to de-sign and implement any technology and application in the museums basing on what visitors are up to in order to avoid disturbances that can destruct the visitors from their objectives. Raptis et al (2005) note that the purpose of museums visitors is to learn more and not to explicitly use the technology applied. Therefore, decisions made for the technology used and the styles of interaction, with the devices involved, have to deal with user’s patterns of visit. In other words, technology should only used to deliver information in the museums rather than visitors to study about the specific technology. Thom-Santelli et al (2005) noticed that, letting the visitors of the museums choosing which objects and information are interested to them is most important thing. In our project we imagined the applications to be more about self-discovery and less guided however, this process may be hard in implementation. Thom-Santelli et al (2005) also suggested that, in order to guide players through discovery processes, each object should be unpacked through a series of multiple-choice questions. In other words, museums exhibits should direct connect with the application and game environment to guide the player in the process of self learning.
2.2.2 Why Location-Based Mobile Game
Schwabe and Göth, (2005) propose a relationship between learning and intrinsic mo-tivation. Their aim was to investigate the effect of computer games to students, They identified seven key factors which can be used to create an intrinsically motivating instructional environment and listed them as challenge, curiosity, control, fantasy, cooperation, competition, and recognition. In a set of experiments, Lepper and Cor-dova (1992) showed that computer games raise the efficiency of learning if they in-crease the intrinsic motivation and link the goals ‘winning the game’ and ‘learning the material’. They continue saying that by using the new mobile technology there will be possibilities to situate problems in their natural context without losing the motivational benefits and aims of games. They propose six structural elements which, when used carefully they can help to design fun and engaging games. These elements are:
• Rules that organize the game,
• Goals and objectives, the players strive to achieve,
• Outcome and feedback, which measure the progress against the goals,
• Conflict, competition, challenge, and opposition leading to players’ excitement,
• Interaction, the social aspect in the game, and
• The representation or story exaggerating interesting aspects of reality.
From Lepper and Cordova (1992) perspective we learn that, if we critically think and follow the structurally elements of design an application, we will be able to come up with user friendly, easy, satisfied and professional game which will deliver both edu-cation and entertaining during its playing which deploy the aim of LBGs.
2.3 LBGs Technologies
2.3.1 Devices Specifications
In introduction of any new technology, there must also be an introductin of new and suitable devices which can support such technology. This means that, in introducation of LBG, there must also be mobile devices which can support that application. Since the players of LBGs are mobile, they have to be equipped with mobile computing devices as well. Wang at el (2009) suggest Cellular phones and Personal Digital Assistants (PDA) with GPS and WiFi connectivity as examples of devices which can be used in Location-based mobile game. During playing, players should interact with the game by changing their position and visiting certain places that are of their interest to the game. Lonthoff et al (2007), explain that these devices provide the possibility of extension of virtual world of a game using location-based information system and allow user to play the game that involve knowledge of their physical location and scene, and morever provides them with the ability to interact with both real and virtual objects within the space. Nicklas, et al., (2001), recommended that notebooks should be used for games with higher performance or visualization requirements however nowdays, devices such as Internet tablets, smart table, slate PC, and IPad can be used since they have higher perfomance, good visualization regurements and high networking capability. They continue explaining that, in some situation it is prefeable to use wearable Augmented Reality equipment and more proffesinal devices, although the cost for this is too expensive for casual users. Benford, (2006), note that the mobile devices vary greatly in terms of computing power, display size, form factor, portability and battery life. In other words in selection of devices for LBGs, the ones with high specification should be prioritized. He indicate that mobile phone should be the key technology to think when selecting LBG devices due to the fact that it is widespread and also are beginning to emerge as genuine computing devices which can now support simple 3D graphics. In the same way, Benford et al (2003), suggest mobile game consoles as another interesting tech-nology to watch during devices selection. From their perspective, these devices should have basic peer-to-peer communication facilities for multiplayer use and powerful processing unit. User interface should be simple and clear that there will be no need of many explanations for adopted users.
2.3.2 Network Technologies
Nicklas et al., (2001), wrote that Global System for Mobile communication (GSM) with its various data communication sub-protocols was mostly used in Location Based Games. They explain that communication network should be driven to UMTS, Bluetooth, infrared ad-hoc networks or extended IEEE 802.11 networks. The tech-nology which was focused by Nickels et al is out of date nowadays though Bluetooth and Infrared are still the best ad-hoc communication methods which are limited according to the distance covered. Raptis et al (2005) note that network connection such as WLAN is more suitable and it can be used to derive information from a server to mobile devices except for museums system where data and information are stored locally in the devices. From point of view of this project, Location-Based Mobile Game should not necessarily be connected to the network during playing; rather it can be downloaded into a standalone mobile device via wireless or wired internet connection and installed before start playing. This means that the game can be downloaded into the device and played in offline mode.
2.3.3 Position/Location-Awareness
To build most of location based games, position system is the most important thing to think in order to determine the position of users. Drab et al (2007) state that, one if the main challenge in LBGs is the knowledge about the position of the players with respect to each other. However the position of players with respect to server and gaming position are also challenges. In some cases only the position of a user relative with other users is necessary and it can be achieved by proximity sensors, but in most cases there is need of geographical positioning, Nicklas et al., (2001). This means that a position of users can be managed and monitored by location services such as sensors. Wang et al (2009) noticed that the shortcoming of many existing system is that they are tailored to support only one type of position technology such as GPS, GSM, Bluetooth, IR or WLAN positioning. Nicklas et al (2001) suggested that, al-though the positioning of players can be achieved through GSM, WiFi technology is the best option. They continue stating that by using Enhanced Observed Time Differ-ence; GSM-based methods can discover the location of a mobile phone with accuracy in the range within 100 meters. Nicklas et al (2001) suggest that when better precision is required, GPS or Differential GPS can be used outdoors. However, other methods using infrared beams or visual cameras can be deployed indoors and close to buildings. To trigger a user location, Wang et al (2009) explain three main com-ponents which can be used on top of the ideas of Nicklas et al (2001). One of them is creator tool which is the system that is used to manage information and multimedia contents which relate to location that is a part of location-aware application. The tool provides the user interface with maps, zones and objects as tree structures. In this case, a map represents the whole area of location-aware application while a zone pre-sents several objects which represents physical objects and may contain information, audio clips, video clips and similar elements. Furthermore, an object is represented by specific coordinates which can be used to determine if the user is close to an object to trigger some location-aware events. In the same way, Wang et al (2009) also suggest another part of the tool as the client templates which offers the basic functionality used to implement location-aware client. They continue saying that; template includes some functionality which helps in server communication XML, zone, objects, and management of hotspot and initialization of multimedia playback. Lastly, Wang et al (2009) propose XML interface that can used to determine the location of user and can be used to send and receive messages from a friend to determine the location of the user and another game partner or team members who are playing the game. Wang et al (2009) wrote “Every location Request must contain an element called mac that holds the mac address of the specific device.” In other words, in order to trigger a user location, a request that is sent by user should contain identity which can represent herself to the game partner or to the system. However, this situation can only be possible when there is a good network connection between two or more players or players and server.
In triggering a user location, Wang et al (2009) also implemented run-time system which offers the communication between client and server by using wireless local area network (WLAN).
They listed four components of the system as follow:
• A file server which will store all media files used by client devices
• Run time server which is responsible in responding and handling request from clients.
• Location system server which is responsible for storing information used by the client and server as well as creating location-aware applications and ana-lysing the user patterns.
• Locations server which is used to capture the current position of clients by us-ing different position technologies such as WLAN, GPS, irDA and Bluetooth.
They list advantages of using WLAN in contrast to GSM as WLAN can support both video and audio streaming as well as simultaneous users at the same time. They also used Cordis RadioEye WLAN positioning technology which is produced by Ra-dioNor-Communications to position the client devices used in their location-aware application. This technology has ability of determining the geographical position of user with 1-2 meters accuracy. From this perspective, we found out that in order to trigger a user location, we need to develop a generic infrastructure to implement all kinds of context-aware applications for both indoors and outdoors environments. Wang at el (2009) suggested NEXUS system to be used as the client side software to access the server through standard user interface running on the mobile devices. They also list Framework for Location-Aware ModElling (FLAME) as a configurable, ge-neric software framework which can be used for development of location-aware applications to provide support for multiple sensor technologies as well as presentation of location information to applications, and a queryable location data-base. They note that although there are different types of location-aware applications exist; there are also still many location-aware services that have not been explored.
According to Nicklas et al (2001), location-based game can detect player’s locations which mean that it can detect all players in a public place and any other team member who is in a certain distance from the game position. In other words, LBG uses some kind of positioning system to determine the position of the user where by sensors should be used to determine the game’s possible coverage places. Drab et al (2007) wrote that there are many different techniques which can used to determine the users positions which are commonly divided into five categories. These categories are proximity sensing, late ration, angulations, fingerprint and inertial navigation. In addition to these five they added the technique of manual interaction. Drab et al(2007) note that, information which can be shared is like human-generated mes-sages, sounds, pictures or just game data.
2.4 Designing a Location-Based Game
2.4.1 Interface Design
Simple, clear and good looking interface for any application is most important thing for user influence. The interfaces of game should be carefully designed to trigger player’s attention as well as to motivate them during playing. Schwabe and Göth, (2005) indicated that the user interface is the most important concern of the mobile game since it enables the players to use the game features as well as to interact with the system. They suggest that the players need a tool that they could use to call func-tions from random order. This means that designers of interface of any application should pay more attention on the type and characteristics of the people intended for that application. They should also think about age, groups and disabled people which are obviously in every society. Deeply considering these factors will help them to design professional user interfaces. Actually, the interface should not be complicated; rather it should contain all the necessary links in its main menu. They also should thinking about using icons or list menu in the interface. Schwabe and Göth, (2005), found that observation of the players showed that navigation with the drop-down menu and using the pen of the PDA was not really intuitive. They note that the use of Personal Digital Assistance is more like using automatic system while many players prefer easy access to the system and freedom of using the system in an inno-vative manner. However later they redesigned the user interface and use the button bars which enabled the user to reach all functions by one or two clicks. In some situations, it is necessary to use symbols instead of text since users understand sym-bols much better than texts as indicated by Schwabe and Göth, (2005).
2.4.2 Game-time consideration
Using an example of “Mobile Hunter” game "Scotland Yard", also known as "Hunt-ing Mr. X", Lonthoff et al (2007) suggest that for a Location-Based mobile game to be funny, exciting and interesting, a game duration is recommended to be around 30 minutes and an interval in which the fugitive change his current position can be 1.5 minutes. They also suggest that the time the player can be incapable of the action should be at most 30 seconds and the interval in which the game refresh must be less than one second. However the specification of the game can vary depending on the purpose, nature and targeted group of the game.
2.4.3 Mobility Aspects
Another important thing which should be considered during the design of the LBMG is how to design an application which can be played while walking around. Since the player will be walking around the museum and looking at the PDA screen at the same time, it is easy for the player to skip some important objects since she has to concentrate in walking as well as playing the game on PDA. Schwabe and Göth, (2005), noticed that there were difficulties of moving and playing even in the straight corridors in the first test of the mobile game which they conducted to examine its significance. This means that the players had to stop and look at their PDA screens if they wanted to know the current position and compare the map on PDA to surround-ings. Therefore, they suggested that it would be useful to enable the players to play when walking. This can be achieved by providing the players with an audio interface, which gives them the needed location information through headphones. However, letting players using audio communication with their game partners can cause a lots of noises in the museums which can disturb other visitors. Therefore, the idea of au-dio interface has both advantages and disadvantages.
2.4.4 Designing Approaches
For the development of a new game or new features like “Mobile Hunters”, there is a need of using a technology which is accepted, widespread, widely used and the one which seems to take over the market later (Lonthoff et al, 2007). They game capacity should be as small as possible to allow smoothing running into these devices.
Benford et al, (2003) discuss five key features which they used in their approach of design Savannah game. I have summarized these features and their importance in the table below to simplify reading and understanding them.
Table 1 Savannah game design approach. (Benford et al, (2003) )
Features Importance
An iterative process To test as early as possible so as to build a successful game
multi-disciplinary design team (edu-cators, educational theorists, game developers) To have different ideas and to integrate them together.
Includes different multimedia ele-ments (images, texts, video graphics and sound) To capture audience’s attention as well as to deliver all information needed to player.
Design a collaborative game play challenge Potential increase the benefits in collabora-tive learning approach
Focusing on the approach of improv-ing the game play rather than hard-coding To enable player to play the game simply as possible and enable them to reach all game features quickly.

2.5 Application Setup
Drab et al (2007) suggested that before the user starts to play the game, he/she has to first install the acquired mobile game into the mobile device. In reality, some of the games can be played without downloading first. There are bundles of games which can be played by using the mobile device’s browsers. These games are played online and they do not need any kind of installation. What is so much important and neces-sary in these kind games are good and fast internet connection and mobile browsers. According to Nielsen Entertainment (2006), 45% of mobile games are downloaded over the air and 34% over the internet on the desktop computer. They note that games that were downloaded over the air are simple to install, as the binary or byte code is already located on the wireless handset itself. For internet downloads through the PC, a suitable method of transfer to the handset has to be used before being able to install the mobile game. In times of Bluetooth being widely available on desktop computers and wireless handsets, this does not state a technical problem. But because not all users are experienced using this technology, some may not be able to perform this task without problems.
According to Stephan A. Drab (2007), if a game is available for public download, it is obviously the best choice, as everyone interested in playing the game can start right away. However, some games have some limitations which make them not available in certain countries or with special network operators, thus severely limiting the reach of the game. Thinking about mass market acceptance, when the game is available only at special events, it become even worse. This situation enables only some people to par-ticipate and locks out most of the world.
Drab et al, (2007) wrote that “The worst option is if a game is not publically available at all.....” this is caused by removing those games from being available to public. Some games are available for public only during trial and evaluation period and thereafter are not available anymore. This is worst situation as Drab et al (2007) mentioned, that it does not allow a single person to experience the game concept anymore. Therefore, during design the setup of an application, simple and easy way of downloading, installing and ensuring availability of an application must be criti-cally considered.

Chapter 3: Data collection, Data analysis and Game testing
3.1 Area of Study
This project was conducted in Bagamoyo which is in Coastal Region of Tanzania. We decided to conduct this study specifically in Bagamoyo due to the fact that it is a place where historical information about slaves and slavery can be obtained in Tan-zania.
3.2 Data Collection
We collected prior data from Catholic and Caravan Sirai Museums in Bagamoyo where slave’s historical exhibits are found. Data obtained at first time helped in de-signing and prototyping the game. These data were obtained by interviewing three different experts working in these museums and other data were collected through reading some wall posts which explain information about the slaves in Bagamoyo. The number of data was also collected from interviewing other people in Bagamoyo who had some information about slaves. These data were just used for getting some idea about slaves to be used during prototyping and designing phase and not for sampling and statistics.
3.3 Game testing
The game testing conducted through questionnaires and direct interview method. Several questions were prepared and the players had to answer them just after play-ing the game. Questionnaire’s questions consisted of two parts:
The demographics part where a player had to tell the personal information and the second part was the game experience were a player had to tell how she felt about the game, like what was wrong, right, entertaining and boring. The questionnaire’s and interview’s questions are attached in appendix.
Interviews questions consisted of 4 parts. The first part was the background of the player in using a touch screen phone and playing the mobile game. The second part was what the player liked, disliked and what she would like to be added or removed from the game. The third part contained questions were the player had to explain what she learnt and what were the motivations of playing the game. The fourth and last part asked a player to explain the technical issues and usability of the game from her perspectives.
We supposed to eliminate story part of the game because it was not direct related with the objects and exhibits in the museums and its surrounding. This is because some of information which was used to make this story was from different sources like books, museums posts and people interviews. Some of information was from Caravan museum and other from Catholic museum but in different rooms while we focused on a single room, (room number 1) out of four rooms during game pro-gramming. Unfortunately, testing the first version of the game was not completely successfully due to the reason that the number of people obtained for testing was small. We were able to test the game by using three kids aged 12, 13 and 15 years old and one woman of 50 years old. Data obtained were not enough for sampling and presentation. The good thing was that at least we found some shortcoming and we also noticed some hard parties faced by the players while playing the game in the museum. Some of hard part was connecting the image on the device screen, questions of the game and the real exhibits in the museum. Also, a location of the objects in the museums did not match directly with the hints on the questions because the arrangements of the object were rearranged and misplaced. The balance mini-game was also hard part which respondent said that it was hard to play.
3.4 Problems rose during game Testing
The time allocated for the game testing was three days. The first day we did not be able to start the process due to the health problem of one of the interviewer. The next day we were in the museum and the testing process started. The number of museum visitors on that day was very small and some of them were busy with their schedules that they did not get time for game testing. Some of participants did not speak Eng-lish rather; they spoke Swahili that they did not be able to play a full game especially in the story and question parties. Due to language problem and rearrangement of ex-hibits, we had to eliminate the story part of the game which took some hours. An-other problem was that we had only one Android mobile phone which was used for testing. This was serious problem since we did not be able to conduct multiple testing at the same time. Unfortunately, the single mobile device we had for testing was stacking always and needed to be restarted. Three out of four participants said that it was their first time to use touch screen phone and that was one of the hard part of the game. Due to the above problems, we found that the time allocated for testing the first version of the game was not enough.
3.5 Data Analysis and Presentation
From the small data collected from interviews and questionnaires, all participants said that they were motivated by the game, although they had fear if they could be able to play at first since they were used to traditional ways of walking around the museums and reading some posts while someone is explaining to them. After some explanations about the meaning and functions of the game and how to play, they started to become interested and started to play right-away. All participants took longer time than expected to finish the game and they explained that they took long time because it was their first time to play such kind of game. All interviewees sug-gested that the whole materials found in the museum should be implemented with this kind of game since it helped and guided them to learn more information than what they had learnt during the previous visits. They also proposed that the same technology should be applied in other places like schools, libraries, markets, and other historical sites like The Caravan game place found in Bagamoyo and other places in Tanzania to motivate the learners.
Through this interview, we learnt that many players like to learn by using something which is both educating and entertaining, due to fact that it helps them to capture the knowledge easily. At the end, we asked interviewees some questions found in the museum apart from the one in the game to test the knowledge they gained by visiting a museum with enabled mobile phone. Some of the questions which we asked them are like:
1. Who terminated the slave trade in Tanzania?
2. Where was the slave market in East Africa?
3. Which part of Tanzania did most of slaves come from?
The participants were able to answer these questions correctly since they passed through the information when they were finding answers to the questions presented in the game.
Chapter 4: The Caravan game Design and Features
This chapter deeply explains the approaches used in designing and implementing the The Caravan game. It will contain some diagrams as well and explanations of those diagrams that describes the parts and features of the game.
4.1 Features and structure of the game
In The Caravan game designing and prototyping, we focused on Android mobile phone. This phone will be used during its testing and actual implementation. The rea-son for choosing Android mobile phone is because it has many functions as well as quality features as compared to other mobile phones. Since our project contains some questions, the interface for answering the opening question is another issue which we have carefully design and implement. The user will have to write down the answer by using pen and a little virtual keyboard of the Android phone. However, in multiple-choice questions the player can answer by simple click though, it restricts the game design.
The prototype and design of this game is divided into different parts depending on the functions of the specific part.
In this game there is some option to select different languages; thereafter you get some instruction on how you can work with the device. In the mobile phone there is some multiple choice questions which are formulated from the posters found in the museum. Now it is your task to choose the right answer from the given choices, and in every question there is some hints which can help you to find the correct informa-tion. You will not be able to continue with the next question until you got it right. After answering three to four questions correctly you are presented with a mini game so that you can refresh your mind and then you may continue with the journey in the museum. Another feature of this game is a story part where a player must follow the story so that later she can be able to answer questions originating from this story. Questions and mini games were built around the story.
The following is an example of the story and questions:
During colonial period in 19th century, slave masters came to the village and order all the people “Hey hey!! Hey! Put your hands up, all of you, put your hands up!!”. After capturing them, they took chain and tie them in the neck and feet. They take them as slave who had to be sold in slave market in Zanzibar. They had to walk until Bagamoyo where there were a port and they had transportation to Zanzibar by using small boat called “dau”. The journey to Bagamoyo starts.
Qn 1: “Where you think you are going slave?”
a) I’m going to be sold in the slave market.
b) To heaven
c) To wonderful and beautiful place to enjoy
d) To fight in the war.

Mini game one
Balance game
The aim of this game is to make the player to get motivated to continue with her journey of exploring things found in the museum.

Figure 1: The screen of Balance mini game

The idea behind this game was to balance a jar of water on top of slave’s head.
In here you need to keep the ball within the playing ground at a minimum amount of time, then you may be given feedback, either you win or loss. In order to continue with the journey in the museum you need to pass the mini game. Thereafter some two more questions will follow before having the next mini game.
Another story
There are no possibilities to escape, no way at all!! You are a slave and you will al-ways be. On the other hand, you are not sure of where you are going. You just have map and other slaves around. Slave master are so much hush that you cannot ask them stupid questions.
Qn 2. How long do you think it might take to get in Bagamoyo?
a) Two days
b) One month
c) 3-6 months
d) Only few hours
Qn 3. Do you think you can escape from us?
a) Yes, for sure I can.
b) No, the situation is hard for me to escape.
c) I will fight with you until I win.

Mini game two
Find item game
Player needs to relate a picture in the mobile game with the actual picture in the mu-seum. The aim of this part is to raise interest of continuing with visit in the museum.


Figure 2: The structure of find item screen



Figure 3: The flowchart of find item part

At this part, a player gets a picture of an object in a mobile phone which is found in the museum and she is given a task to find it, once she finds it, she need to enter the code found near to that object. Thereafter she can continue with other parts in the game where she gets some more questions before having another mini game.
Story 3
It is one of sunny day, everyone is tired and thirsty. There is no known water source nearby. “If we never find water we may die all in this forest”. Slave master order slaves to find some drinking water. But they just have a map which shows that there a river like 2 km north-south from where they are
Qn 5. Where can we find some drinking water?
a) Read a map and go 2 km north south.
b) Let yourself die because of thirsty.
c) Let us wait for rain.
d) Far from here
Mini game three
Coconut mini game
This game relate with the crops found in Bagamoyo, hence the game uses the actual crop found within the catholic museum. It gives a player an appetite to win the game by dropping down all the coconuts from its tree.

Figure 4: Screen of coconut mini-game

How to play
First choose the direction and there after power the stone.
In this kind of mini game a player is presented with the instruction on how he/she should go about, then he/she is given five tries and if he/she fails to drop down coco-nuts, he/she will not move to another part of the game. So for a player to be able to continue to another part of the game he/she must make sure that he/she wins the co-conut mini game. After completing the coconut mini game successfully, the player is exposed again to some other questions which he/she needs to answer correctly through finding the solutions from the places in the museum where is always directed by the mobile phone he/she is using. After answering all questions from this part, the player is given the last mini game before the game ends.
Mini game four
Jigsaw puzzle game
This mini game checks the ability of players on remembering things, its aim is to make a player more attentive.

Figure 5: The structure of Jigsaw puzzle mini-game

In this last part of the game, a player needs to put pieces of jigsaw puzzle together in the right position so as he/she can produce the meaningful picture which is related to an object found in the museum. If necessary the player had given hints on where to find it. Having seen the image in the museum, a player now will be in a good position to arrange the pieces. In the prototype used, a jigsaw puzzle of nine pieces was implemented. Successes of the jigsaw puzzle, as all tasks in the game, are measured in terms of seconds.
The menu structure of the game looks like this:

Figure 6: The flowchart of the game starting point

The time line of the full game is as shown bellow.

Figure 7: The game time line

The story starts by telling the player how the slaves were captured. This is explained as a walking in the diagram above. It follows a multiple choice questions before go-ing to a mini game called balance game where a player needs to balance the ball within the field of the playing game at a certain amount of seconds. After that an-other a story continues and at the end of it a player is given another question so that she can ask in order to proceed before getting another mini game. The hunting and eating part as shown in the diagram above is being presented by the coconut mini game where the player needs to drop all coconuts from its tree before the time expire. After this part a story continue and there after a story a player is given other ques-tions to answer. Lastly, drumming and singing is being presented by jigsaw puzzle mini game where a player needs to arrange pieces of image to form a meaningful ob-ject as seen in the museum.
In our prototype there was the story part and the question part so as to make people visiting the museum understand the real phenomena in the natural way through read-ing the information found in museum once directed by the mobile phone they are us-ing. This kind of task will help them to know many things in the museum since they will need to walk around the museum finding the information so as they will be able to answer the questions in the game. By walking around in the museum, they will learn much information.

Chapter 5: Location-Based Game in Tanzanian Context (SWOT Analysis)
Location based games are games that can be accessed by the mobile devices within a mobile network. It can be played anywhere like when waiting for someone on the streets, a short relaxation after several hours of work, when visiting to some places such as museums and when learning something in certain campus. The good thing about LBG is that apart from the fact that it can be played anywhere, it also can be played anytime. Like any other types of traditional and electronic games played in Tanzania, LBG has its strengths, weaknesses, opportunities and threats. In this chap-ter, I will analysis Location Based Game in Tanzanian context by using SWOT analysis focusing on the cost of LBG implementation, electric power problem, edu-cation, experience and background of Tanzania in the traditional point of view.
Location-based technology is one of the fastest growing areas of the wireless com-munication industry in the world which is also an integral part of the future value proposition of mobile communication. While there is fast growing of Location-based technology in USA, Europe and Asia, in African countries, there has been tardily technology emerging for some years. In Tanzania, the reasons for slow emergence of location based services include costs of the location-based devices, society’s think-ing, technology acceptance, user experiences background and power sources. There might be some other reasons but the above mentioned are the key cause of this prob-lem. The applications of LBG in Tanzanian context include museums, art, school and in other sectors for learning and entertaining.
6.1 Strengths
LBG is suitable and appropriate in Tanzanian context compare to any other type of electronic games due to the fact that the number of people owning mobile phones is large compare to ownership of other kinds of electronic devices such as computers and televisions. According to Tanzania Communications Regulatory Authority (TCRA) statistics of June 2010, the total number of mobile phone subscriber has in-creased up to 14 million which is approximately 48% of all Tanzanians while Internet subscribers being 520,000 users as of June, 2009 which is equal to 1.3% of the population (ITU). Mobile phones has increase the number of people who can access LBG in Tanzania from small number of people which are using computers, Televi-sions and other electronic devices. Since mobile gaming is one of the fastest growing industries in Tanzania and throughout other places, I will deeply discuss the contex-tualization of Location-based game in Tanzania narrowing into Mobile devices, es-pecially mobile phones.
Mobile phones are devices which can be carried at anywhere and anytime. They dif-fer in terms of capacity of storing power and functionalities. Some of these mobile phones can be used for Location-based mobile games while others cannot support it. Some also can store power from 1-7 days in normal daily use while others store much longer. The ability of charging mobile phone in one place and use it at another place, make them more convenient for Tanzanian environment where the number of people who have electricity connection at home is small compared to number of people who own mobile phones. This means that the rest of people with no electricity connection at their home are charging their devices at their relatives and neighbours houses while others are getting an electricity access in their offices. Therefore, LBMG is a good choice in Tanzania where the power sources are unstable and limited to few people. LBMG gives opportunity to other people to play the game even if they do not have permanent power access which indeed is necessary to other kinds of games like PC and TV games.
In Tanzania where e-learning, specifically m-learning systems are still not such much popular, LBMG can be the used to empower the situation. M-learning is ability of using mobile devices for learning purposes. M-learning includes downloading and uploading of learning materials anywhere and anytime. The availability of physical academic books which are good in Tanzania is small that hinder the provision of knowledge to its people. LBMG can be used to decrease this problem by enabling people to access learning materials everywhere and anytime to improve Tanzania’s academic situation.
While many Tanzanians used to spend more time for alcohols drinking and some-times for unsafe sexual intercourse during their spare time which obviously distracts the society, they can use this time to play LBMG which will increase their knowl-edge, thinking capacity, entertaining as well as educating them about different topics like HIV and drug abuse. Due to its uniqueness of mobility, they can be used if someone is bored or nerves anywhere rather than running for alcohols or any other activity which is not healthy to their body and brain.
6.2 Weaknesses
Weakness is a liability to failure under pressure or stress or strain of something. LBMGs have several weaknesses which can hinder their implementation in Tanzania. Cost of LBG devices and internet connection are some of weaknesses which are facing the implementation of LBG in Tanzania. Like an Android, a device which is more suitable for LBG should have high specification such as resolution power, processor power, RAM, storing capacity and high connectivity capability is definitely expensive in the markets. While the price of one piece of Android phone is approximately 415 USA dollars (Sh540, 000), the Average Revenue Per User (ARPU) in Tanzania is surged to Sh66, 000 (50 USA dollars) per month which is obviously too expensive. The price for normal cellular phone which composes of few functionality and application is about Sh40, 000/= which is cheap enough to afford them compared to a phone with many functions and applications like Android. Phones which are owned by most of Tanzanians are of low quality which can neither support internet connection (Wi-Fi, Bluetooth, infrared), Java, multitasking, video nor web browsers that means they cannot support LBMGs. Focusing on internet con-nection in Tanzanian context, the development and implementation of LBG should go simultaneously with the development and implementation of internet connection to the places where these games have to be deployed. The cost for internet connec-tion as well as daily internet charge cost especially wireless is still quite expensive in Tanzania which is still challenge to individuals and organizations such as museums and schools planning on developing and implementing Location Based Games.
Due to late and small penetration of technologies in Tanzania as other African coun-tries, the society does not have better understanding of most of new technologies. LBG, devices used and their applications are still new concept to most Tanzanians. The society’s thinking and experiences do not match with these new technologies. For example, people who can think about playing an e-game in their spare time are few due to the fact that people do not have behaviour of getting engaged in these kinds of games from when they were young because of e-devices limitations some years ago. People find it much better socializing in traditional ways like making sto-ries with others and playing traditional games rather than spending time with their phones, computer and TV playing games though, the new generation (less than 25 years old) are changing this attitude and finding themselves spending most of time with their e-devices. This indicates that some years to come e-games will be part of daily life to most Tanzanians since there is rapidly emerging of technologies which definitely will change people’s mind-sets.
As it is still the problem to all over the world, security and privacy of LBG is still a challenge in Tanzania as well. Every person needs the privacy and don’t need every-one to monitor her movements and location. The serious consideration should be done during design and development of LBGs to minimize if not to omit the problem of user privacy and security.
6.3 Opportunities
The opportunities of LBMG are the possibilities which cause by favourable combina-tion of circumstances. In LBMG perspective, we will focus on how people will use its availability to enhance and gain advantages. One of the opportunities of LBMG is that it can be used to simplify the visits of museums and other historical places. It can also simplify the learning process as well as giving out other ways of entertaining and collaboration. LBMG can also used to minimize the number of people dying for different reason like HIV, alcoholism and strain since it enable players to use time in playing rather than spend time in doing some activities which can lead to the prob-lems like alcohol drinking.
LBMG can create some employment opportunities to Tanzanians. Tanzanian who are programmers can be employed in programming departments while others with IT knowledge to be employed in other departments like security, database and network-ing as far as LBMG concerning.
Another opportunity of LBMG in Tanzania context is that it can widen the possibility of socialization. This means that it can change people’s mind-set of relying on traditional ways of socializing like making stories with others and playing traditional games to spending their extra time on their mobile device playing the game which will increase their knowledge.
While one of advantage of many mobile games is entertaining, LBMG can be used both for education and entertainments. In education sector, LBMG can be used as the tool for learning new technology as well as exploring exhibits located in the real world surroundings. For example, if the LBG is used in Tanzanian museums, it can used to deliver and help visitors to discover the information about the artifacts within the museum places. The Caravan game as an example of LBMG will teach visitors (school children) about the history of slave trades in Bagamoyo as well as entertain them during playing.
6.4 Threats
LBMGs in Tanzanian context have several threats which can lead to their failure in both development and implementation. Unstable electricity power is one of the big threats which can lead to LBMG failure in development, implementation and func-tionalities. This is due to the fact that all devices and technologies which can be used in LBMG need power to run. Unstable and reliable power can cause LGB not to work in Tanzanian context since they can make these devices to collapse or not working for sometimes when they are needed when power exceed or went off.
Theft is another threat of LBMGs in Tanzanian context. Unmoral people can still ei-ther mobile devices or network devices or both of them and cause failure of LBMGs. Thieves can be very serious threat in Tanzania context since some of people have the behaviour of taking some others properties unlawfully.
Reliable and unstable internet connections are also threats of LBMGs in Tanzania context. Some of ISP in Tanzania cannot ensure the maximum up-time availability of the services. This also is a problem when the game is connected to the internet. If there is no fast internet connection with high bandwidth, it can cause LBMG not to function since they need to be downloaded or loaded into the device first.
Generally, LBMGs can be used in many fields in Tanzania including museums as discussed in this paper to simplify the museums visiting, in market for selecting and purchasing the items, for business perspective and in schools for learning and educat-ing.


Chapter 6: Discussion
5.1 Future of The Caravan game from LBG perspective
As explained before, a first vision of The Caravan game consists of only few fea-tures. Most of the features have not been implemented in this first version of the game. This is because of many reasons including limitation of time allocated for the project. The first version of the game implementation focused only on Catholic mu-seums leaving apart Caravan sirai museum. In the first version of The Caravan game, there is no option of choosing a character. Once you start a game, it goes straight to the questions part. The story part has also been skipped in the first version of the game.
The future of The Caravan game will focus on combine the two museums Catholic museum and Caravan Sirai museum in one game. We are also plan to implement GPS technology which will used to detect the museums and their exhibits automatically. Players will have to choose which museum location they are at that time. Choosing any of the museums will enable the player to connect the game and exhibits found in the selected museum. If a player chooses different museums from the one where she is physically, exhibits and the game will not match, which will completely mess up the player’s mind. Caravan Sirai and Catholic museums are both have almost similar information and exhibits about slaves though the physical structure and design of museums differ.
In the next versions of The Caravan game, we will use location-aware technologies that provide location dependent functionality based on the current location of the user. In choosing which location-aware technology we will use, we will focuses on the application capability, accuracy and implementing costs. We will need an appli-cation which has runtime system that can be used to manage user locations and the interaction with the user clients; a creator tool to map information and multimedia content to locations; and a logging tool to log the movement of users to monitor the interest for certain locations as explained by Wang et al, (2009). Furthermore, we will also implement a central managed system for The Caravan game, that there will be a server-side where the game will be installed. The server-side will also include a database which will store client’s information, game information, game story, and all other data of the game. The communication between client devices and central sys-tem or client and client devices will be through WLAN technology which will offer high bandwidth for all multimedia elements which will be used in the game with mu-seum contextualization. Ad-hoc network connection like Bluetooth and Infrared might also used in communication between client and server and client devices. Since there will be a server, the game will also be multiplayer thus more than one player will be able to player a single game and interact with each other at the same time.
Other versions of The Caravan game will also contain meaningful game stories that will explain the life of slaves in Bagamoyo. These stories will contain many facts and some of fiction to make the game more entertaining as well as educating. There will be a good connection between the game story, questions, museums exhibits and the image on the mobile device screen in order to deliver right information as what the museums visitors wants. We will carefully design an entire the game in such a way that information will be contextualized and personalized according to personal needs and presented to players rather than having players searching for the endless and use-less information.
The mini-games and entire game will be carefully designed in order to trigger player’s attentions and to enable them to seek more information from the museum. We will pay more attention on user interface design, real environmental design and good connection between the game and museums objects.
We will also integrate Swahili version which is already done with English version of The Caravan game where the players will have to select the language of their interest just after loading the game. This option will enable Tanzanian visitors who do not know English to be able to use the technology during museums visit. Other vision will also be more interesting and educating motivating to playing and encourage col-laboration.


Chapter 7 Conclusion
The Caravan game is an enjoyable small scale location-based new game. The game successfully encouraged personal museums visiting and learning, and players reported enjoying the experience and learning about the resources and exhibits that were found in museums. The Caravan game is still not yet suitable for a larger scale game rollout. This currently limits game design, and player numbers which can be supported at a time is still the problem which means that this is an excellent time to be involved in this rich area of research. As the technology stabilizes, the fundamen-tal game play concepts, knowledge and experience gained will be important in the development of full scale projects. Critically focusing on strengths and opportunities of LBMGs in Tanzania, we need to think and plan the ways and procedures to over-come all of it weaknesses and threats. This can be achieved by long and short term plans of this project. Some of these plans include buying of a power generator which can generate electricity when power went off, building of strong and stable buildings to store these devices to overcome both physical and logical threats like thieves, floods and viruses. Other plans include educating Tanzanians about the use and im-portance of LBMG, buying good internet and network devices as well as using sev-eral Internets Service Providers in connection to take over when one of them is down.

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Tanzania Communications Regulatory Authority (TCRA) report on The Guardian
News Paper on Sunday 27, June 2010.



Thom-Santelli, J., Toma, C., Boehner, K. and Gay, G. (2005), Beyond just the facts:
Museum detective guides. Proceedings of the Int'l Workshop 'Re-thinking technology in museums: Towards a new understanding of people's experience in museums.' Interaction Design Centre, University of Limerick, IE,Pg 29-30


APPENDIX
1 Questionnaire questions
Part 1 – Demographics
1.1 Game name
1.2 Gender – Male/Female
1.3 Age
1.4 Where do you live?
1.5 What is your occupation? (or: what do you do for living?)
1.6 What is your education level?
Part 2 – Game experiences
2.1 On scale one to five, one being very difficult and five being very easy, how do you feel about:
Very difficult Very easy
a) The Balance game 1 2 3 4 5
b) The Coconut game 1 2 3 4 5
c) The Puzzle game 1 2 3 4 5
d) Questions 1 2 3 4 5
e) Story 1 2 3 4 5
f) Controls of the game 1 2 3 4 5
2.2 Answer the following statements by selecting one of the options on scale
Strongly disagree(1)– Disagree (2) – I don't have an opinion (3) – Agree (4) – Strongly agree (5):
a) The colors in the game were appropriate 1 2 3 4 5
b) The graphics in the game were appropriate 1 2 3 4 5
c) Game screens were clear 1 2 3 4 5
d) The game helped me to understand the lives of slaves in the past 1 2 3 4 5
e) I would like to know what happens to the slaves 1 2 3 4 5
after leaving from Bagamoyo
f) I would like to play games like this elsewhere 1 2 3 4 5
g) I would prefer to visit the museum without the game. 1 2 3 4 5


2 Interview questions
Part 1 – Background
2.1 Have you had previous experience with touch screen phones? If yes, please spec-ify where have you used one before and how?
2.2 Have you played mobile games before? If yes, what games and how often?
2.3 How many times have you visited the Catholic Museum in Bagamoyo before?
Part 2 – Game experiences
3.1 What did you like about the game? (follow-up: why?)
3.2 What did you dislike about the game? (follow-up: why?)
3.3 Was there any part in the game that you found easy/difficult? (follow-up:why?)
3.4 What would you add to the game or remove from it? (follow-up: why?)
3.5 Were there some parts in the game that were boring? (follow-up: why?)
3.6 Were there some parts in the game that were interesting? (follow-up: why?)
Part 3 – Learning and motivation
4.1 What do you remember of your journey as a slave?
4.2 What do you think about using a game such as [name of the game here] for learn-ing?
4.3 Compared to an ordinary museum visit, how do you feel about playing the game?
4.4 Did you find out anything surprising while playing the game?
4.5 Was there something that you would like to know more about?
4.6 What was your motivation to keep on playing? (follow-up: why?)
Part 4 – Technical issues and usability
5.1 Describe with three adjectives how does the game looks like? (follow-up:why?)
5.2 Is there something in the appearance of the game that you would change? (fol-low-up: why?)
5.3 Describe with five adjectives the story of the game? (follow-up: why?)
5.4 Is there something in the story of the game that you would change? (follow-up: why?)
5.5 Did you have any problems with the phone? If yes, what kind of problems did you experience?