The Art of Tacit Learning in Serious Location-based Games

Jacob Sheahan, Hugh Davies, Larissa Hjorth

Research output: Contribution to journalArticlepeer-review

Abstract / Description of output

Over the past two decades, location-based games have moved from media art fringes to the mass cultural mainstream. Through their locative affordances, these game types enable practices of wayfaring and placemaking, with the capacity to deliver powerful tacit knowledge. These affordances suggest the potential for the development of location-based games in educational contexts. This paper presents three cases studies—TIMeR and Wayfinder Live and Pet Playing for Placemaking—to illustrate how each uses elements of wayfaring and placemaking to bring new opportunities for education through a tacit knowledge approach.
Original languageEnglish
Article number686633
Pages (from-to)1-11
Number of pages11
JournalFrontiers in Education
Publication statusPublished - 16 Jul 2021

Keywords / Materials (for Non-textual outputs)

  • location-based games
  • serious games
  • games for change
  • new media art
  • urban place-making


Dive into the research topics of 'The Art of Tacit Learning in Serious Location-based Games'. Together they form a unique fingerprint.

Cite this