Abstract
This article reviews the history of geogames starting with their first definition going back to 2005 when geogames were first mentioned and defined as location-based games. This definition was then broadened in 2012 and 2018 to define them as games that use geospatial data and mirror the real world by providing realistic digital visualizations in a computer-based system. This article recognizes the need to broaden the definition of geogames and unite researchers working in a variety of application areas under a common umbrella. They are distinguished by their integration of location-based features, real-world data, and interactive, often collaborative, gameplay that reflects the complexity of environmental and societal interconnections. Geogames create playful experiences grounded in the use of real-world geographic data, locational knowledge, and spatial reasoning. The article concludes with a suggested research agenda and a discussion about the challenges and opportunities of geogames as a research field.
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