4.6 Article

Scavenger Hunt: Utilization of Blockchain and IoT for a Location-Based Game

期刊

IEEE ACCESS
卷 8, 期 -, 页码 204863-204879

出版社

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/ACCESS.2020.3037182

关键词

Blockchain; IoT; mobile-game; SOFIE; context-aware; hyperledger fabric

资金

  1. project Secure Open Federation for Internet Everywhere (SOFIE) - EU's Horizon 2020 Research and Innovation Programme [779984]

向作者/读者索取更多资源

Distributed Ledger Technology, has been gaining enormous attention in areas beyond cryptocurrency. Industries such as energy, transportation, and healthcare are already integrating DLTs into their operations. On the other hand, recent advances and the increasing popularity of the Internet of Things (IoT) technologies are also enabling new and exciting ways of interaction and sensing for mobile device users. Mobile gaming is another prominent industry that can be benefited from these technological developments and has the potential to create business opportunities. In this paper, we explore the uses of Distributed Ledger Technology in Mobile Gaming and for this purpose, we have taken a location-based IoT mobile gaming use case and propose new gaming features for the players by the addition of the DLT. We propose a platform for creating and playing scavenger hunt games using low-power BLE beacons. It allows smartphones to interact with the predetermined real-world locations and players can observe the surrounding environment looking for clues in the game. At the end of a hunt, the player receives rewards that are stored on a distributed ledger as Non-Fungible Tokens (NFT) and can bring in-game advantages for the next hunts. The proposed system is implemented using off-the-shelf devices and IoT beacons. We implemented our hybrid architecture by using AWS Lambda, Hyperledger Fabric managed blockchain and DynamoDB. We performed multiple experiments measuring the time taken for the end-to-end process, IoT beacon response times and the throughput of the Fabric network. Using the performance results, we estimated the maximum number of active players that can be supported by the game. Finally, we discuss business opportunities and limitations of the proposed proof of concept.

作者

我是这篇论文的作者
点击您的名字以认领此论文并将其添加到您的个人资料中。

评论

主要评分

4.6
评分不足

次要评分

新颖性
-
重要性
-
科学严谨性
-
评价这篇论文

推荐

暂无数据
暂无数据