{'fraction_non_alphanumeric': 0.024932003626473256, 'fraction_numerical': 0.006346328195829556, 'mean_word_length': 5.096685082872928, 'pattern_counts': {'":': 0, '<': 0, '<?xml version=': 0, '>': 0, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 1, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
Corrigendum: The Art of Tacit Learning in Serious Location-Based Games

In the original article, there was an error. The name of the project “Pet Playing for Placemaking” was inconsistently used. A correction has been made to Case Studies, Pet Playing for Placemaking: A Mobile Location-based Game (2020 - Present), paragraphs 1, 2. Developed by Jacob Sheahan in partnership with the Cherished Pets Foundation, Pet Playing for Placemaking is a location-based game created to support the social engagement of vulnerable older pet owners in a post-pandemic reality. Funded with a Community Connections Grant through the GiveWhere You Live Foundation to reduce social isolation and support the social participation of vulnerable community members. Pet Playing for Placemaking is primarily a social and supportive experience. Responding to the isolation and social restrictions on vulnerable and older members of the Ocean Grove pet-owning community due to the COVID19 pandemic, this serious location-based game takes an innovative approach to the support and education of pet ownership in the community. The game invites older pet owners and local community members to partner up and compete in treasure-hunt style gameplay. Older pet owners, limited in mobility and vulnerable to the virus, must complete digital puzzles which reveal locations where their play partner (typically a volunteer or neighbour) can walk their pet and discovermore challenges that lead to other places (Figures 6–8). Co-operation iscritical, with each player supporting the other with their limitations. For example, older pet owners may have low technology literacy and require support to learn these features on their devices. At the same time, their fellow player may need local know-how and guidance to find the hidden locations and look after the pet in their care. The gameplay presents playful scenarios as content through digital-physical mechanics, encouraging players to explore such themes through play and engage with others in their local community. In the original article, there was an error. The name of the project “Pet Playing for Placemaking” was inconsistently used. Copyright © 2022 Sheahan, Davies and Hjorth.