"Locative Gaming for Team Cognition (LoGTCog)

Rogue Signals by Zachary O. Toups, Andruid Kerne, Daniel Caruso, Erin Devoy, Ross Graeber, Kyle Overby seems to be close to the CatchBob project in the sense that the deployment of a location-based game is used to address psychological questions. Some might refer to this as "serious gaming":

"a location-aware game designed to study the effects of information scarcity and tight communication channels on teams engaged in distributed cooperative activity. Our goal is to promote team cognition through serious gaming. (...) It is a platform for experimentation on team dynamics in situations where critical information is scarce and distributed among participants who must communicate through restricted channels. A human team, consisting of a coordinator and a group of harvesters competes against a group of autonomous agents. The game design intentionally constrains the level of information made available to the harvesters, which makes the success of the team dependent on human-to-human communication between the coordinator and the harvesters. The goal is to promote and explore processes of team communication and cognition. Applications include emergency response, as well as social networking and entertainment. "

Some information about it in Rogue Signals: A location aware game for studying the social effects of information bottlenecks, Proc Ubicomp Extended, Sept 2005: Tokyo. Why do I blog this? this "Locative Gaming for Team Cognition (LoGTCog)" initiative is spot on the research we carried out with CatchBob! to study the implications of supporting mutual location-awareness on mobile coordination. This makes me think that there would still be room to pursue my work in that domain, maybe not with CatchBob! but with another platform. A question that is of interest and that I haven't addressed in my dissertation is to what extent the spatial environment shape the activity (individually? collectively?).