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Using the physicality of NFC to combat grokking of the check-in mechanic

Published: 28 September 2011 Publication History

Abstract

Checking-in to social networks to inform 'friends' of a user's up-to-date location and activities is becoming part of the information we reveal. However, it is possible for users to 'cheat' the system to gain extra points as the granularity of the positioning technologies allows a user to check-in to location they may not actually be physically present within. Whilst such actions may be of little concern to players they are significant to locations using such systems as a means of increasing engagement with customers. In this paper we present a system that prevents such abuse of the check-in mechanic by requiring a user to physically check-in at a location. This system allows location owners to validate location check-ins and provide added value services and an enhanced social experience by directly interacting with those utilizing such services.

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  1. Using the physicality of NFC to combat grokking of the check-in mechanic

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    cover image ACM Other conferences
    MindTrek '11: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments
    September 2011
    341 pages
    ISBN:9781450308168
    DOI:10.1145/2181037
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 28 September 2011

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    Author Tags

    1. NFC
    2. check-in
    3. foursquare
    4. gamification
    5. location sharing
    6. mobile
    7. physicality

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    MindTrek '11
    MindTrek '11: Academic MindTrek 2011
    September 28 - 30, 2011
    Tampere, Finland

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    Overall Acceptance Rate 110 of 207 submissions, 53%

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    • (2015)Playful and Gameful Design for the Internet of ThingsMore Playful User Interfaces10.1007/978-981-287-546-4_7(151-173)Online publication date: 17-May-2015
    • (2014)Designing Mobile and Ubiquitous Games and Playful InteractionsPlayful User Interfaces10.1007/978-981-4560-96-2_4(71-95)Online publication date: 18-Feb-2014
    • (2013)Using NFC check-ins to crowd curate music preferences2013 5th International Workshop on Near Field Communication (NFC)10.1109/NFC.2013.6482442(1-6)Online publication date: Mar-2013
    • (2012)"CheckinDJ" using check-ins to crowdsource music preferencesProceeding of the 16th International Academic MindTrek Conference10.1145/2393132.2393143(51-54)Online publication date: 3-Oct-2012
    • (2012)Contactless check-ins using implied locations: A NFC solution simplifying business to consumer interaction in location based services2012 IEEE International Conference on Electronics Design, Systems and Applications (ICEDSA)10.1109/ICEDSA.2012.6507812(39-44)Online publication date: Nov-2012

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