Background Spatial disorientation is one of the most common symptoms in Alzheimer's disease. However, detection of such symptoms is difficult as there are currently no global benchmarks of what constitutes healthy navigation behaviour on a mass population level. Methods To address this we worked with a global telecommunications company (Deutsche Telekom) and a game development company (Glitchers) to develop the mobile video game “Sea Hero Quest”, that tests spatial orientation on a mass population. Three different spatial tasks are examined in the game: way-finding, path integration and spatial working memory. The game to date has collected data in more than 2.7 million people worldwide, across an age range of 19-95, in 193 countries. Results Preliminary findings for the path integration levels of the game, which are targeted more towards egocentric navigation strategies.