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Breaking reality: exploring pervasive cheating in Foursquare

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Abstract

This paper explores the notion of cheating in location-based mobile applications. Using the popular smartphone app Foursquare as main case study, I address the question if and how devious practices impact the boundaries between play and reality as a negotiated space of interaction. After establishing Foursquare as a prime example of the gamification phenomenon and pervasive gaming, both of which require us to rethink notions of game and play, I will argue that cheating in location-based mobile applications challenges not just the boundaries of play, but also of playful identity.

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... Users of a gamified campus orientation application, which enables students to unlock achievements upon arrival to certain locations around campus, exploited the widely-defined GPS detection radius to unlock achievements without actually visiting the required locations [10]. Similarly, false check-ins occurred in Foursquare – a locationbased mobile application enabling users to check-in at real-world venues to earn points and badges [2] [11]. ...
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... In fact, Foursquare, one of the most popular location-based social networks and an early innovator in gamification, has experienced "pervasive" cheating [Glas 2011]. In Foursquare, users "check-in" to physical locations, receiving points for various tasks. ...
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