Convergence between the real and the augmented: Experiences and perceptions in location-based games

dc.contributor.authorLaato Samuli
dc.contributor.authorInaba Nobufumi
dc.contributor.authorHamari Juho
dc.contributor.organizationfi=kotimaiset kielet ja niiden sukukielet|en=Finnish, Finno-Ugric and Scandinavian languages|
dc.contributor.organizationfi=tietotekniikan laitos|en=Department of Computing|
dc.contributor.organization-code1.2.246.10.2458963.20.59108485091
dc.contributor.organization-code1.2.246.10.2458963.20.85312822902
dc.converis.publication-id67720111
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/67720111
dc.date.accessioned2022-10-28T13:41:47Z
dc.date.available2022-10-28T13:41:47Z
dc.description.abstractLocation-based augmented reality (AR) games have recently become massively popular, generating billions of dollars in revenue during the past five years. These games augment geographical areas with playful content, which makes the playing experience dependent on both the game and the playing location. Existing games have employed various methods for increasing the connection between the game and the physical world, such as (1) an AR mode that lets players see virtual objects in the physical world through the lens of their mobile device; and (2) connecting the game's virtual points of interest (PoIs) to physical world objects. To explore how these influence the playing experience, we surveyed players (N = 74) across four popular location-based AR games. We analyzed the data using a thematic clustering approach, which resulted in five central themes. Among our findings was that only 7% of the surveyed players regularly used or appreciated AR features that made use of the mobile device's camera. The most often given reason for this was that they slow down progression. By contrast, players appreciated locationbased features and the augmentation of digital content on a map interface. Connecting the virtual content to physical world objects was seen to have the benefits of (1) supporting social meetings; (2) enabling learning about the real world; and (3) increasing the meaningfulness of the virtual content.
dc.identifier.eissn1879-324X
dc.identifier.jour-issn0736-5853
dc.identifier.olddbid183688
dc.identifier.oldhandle10024/166782
dc.identifier.urihttps://www.utupub.fi/handle/11111/40981
dc.identifier.urlhttps://www.sciencedirect.com/science/article/pii/S0736585321001556?via%3Dihub
dc.identifier.urnURN:NBN:fi-fe2021120158485
dc.language.isoen
dc.okm.affiliatedauthorLaato, Samuli
dc.okm.affiliatedauthorInaba, Nobufumi
dc.okm.discipline113 Computer and information sciencesen_GB
dc.okm.discipline113 Tietojenkäsittely ja informaatiotieteetfi_FI
dc.okm.internationalcopublicationnot an international co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA1 ScientificArticle
dc.publisherELSEVIER
dc.publisher.countryUnited Statesen_GB
dc.publisher.countryYhdysvallat (USA)fi_FI
dc.publisher.country-codeUS
dc.relation.articlenumberARTN 101716
dc.relation.doi10.1016/j.tele.2021.101716
dc.relation.ispartofjournalTelematics and Informatics
dc.relation.volume65
dc.source.identifierhttps://www.utupub.fi/handle/10024/166782
dc.titleConvergence between the real and the augmented: Experiences and perceptions in location-based games
dc.year.issued2021

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