So far, navigation systems have been designed for the utility to effectively perform wayfinding. The issue of spatial knowledge acquisition didn`t play an important role in the design of navigation systems up to now. Thus, the acquisition of spatial knowledge when using present-day electronic navigation devices with automatic positioning is supported poorer in comparison to paper maps. The reason for this is a lack of active encoding spatial information. The empirical study should give some information on whether the users acquire more spatial knowledge through active engagement with the environment, in this particular case with landmarks - in the context of a Location-based Game (LBG), a sort of paper chase - than using a customary pedestrian navigation system. The results show that with the Location-based Gaming task the spatial knowledge acquisition was supported better. The users achieved more landmark knowledge as well as more route knowledge during the LBG task, in contrast to the classical navigation system. These observations are explained with an active engagement, by the active encoding principle. Spatial information must be encoded, transformed and memorised for acquiring knowledge. Same as with paper maps, this can also be achieved with Location-based Games. For not giving up comfortable route planning through satellite-assisted navigation systems on the one side, and acquiring spatial knowledge during navigation, pedestrian navigation systems based on the concept of Location-based Gaming can be developed.