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Reducing Perceived Waiting Time in Theme Park Queues via an Augmented Reality Game

Published: 22 January 2020 Publication History

Abstract

Theme parks visits can be very playful events for families, however, waiting in the ride’s queues can often be the cause of great frustration. We developed a novel augmented reality game to be played in the theme park’s queue, and an in-the-wild study with X participants using log data and interviews demonstrated that every minute playing was perceived to the same extent of about 5 minutes of not playing the game. We articulate a design space for researchers and strategies for game designers aiming to reduce perceived waiting time in queues. With our work, we hope to extend how we use games in everyday life to make our lives more playful.

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  • (2024)Towards Understanding Waiting in Video GamesCompanion Proceedings of the 2024 Annual Symposium on Computer-Human Interaction in Play10.1145/3665463.3678791(263-268)Online publication date: 14-Oct-2024
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    Published In

    cover image ACM Transactions on Computer-Human Interaction
    ACM Transactions on Computer-Human Interaction  Volume 27, Issue 1
    February 2020
    206 pages
    ISSN:1073-0516
    EISSN:1557-7325
    DOI:10.1145/3372746
    Issue’s Table of Contents
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 22 January 2020
    Accepted: 01 September 2019
    Revised: 01 June 2019
    Received: 01 October 2017
    Published in TOCHI Volume 27, Issue 1

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    Author Tags

    1. Augmented reality
    2. entertainment
    3. theme parks
    4. waiting psychology

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    Cited By

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    • (2024)Investigating the Design of Augmented Narrative Spaces Through Virtual-Real Connections: A Systematic Literature ReviewProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642819(1-18)Online publication date: 11-May-2024
    • (2023)Stackable Music: A Marker-Based Augmented Reality Music Synthesis GameCompanion Proceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3573382.3616071(22-28)Online publication date: 6-Oct-2023
    • (2023)Does augmented reality help in industrial training? A comprehensive evaluation based on natural human behavior and knowledge retentionInternational Journal of Industrial Ergonomics10.1016/j.ergon.2023.10351698(103516)Online publication date: Nov-2023
    • (2022)Designing public VR installations:Proceedings of the 2022 ACM Designing Interactive Systems Conference10.1145/3532106.3533454(792-806)Online publication date: 13-Jun-2022
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    • (2022)Wearable triboelectric devices for haptic perception and VR/AR applicationsNano Energy10.1016/j.nanoen.2022.10711296(107112)Online publication date: Jun-2022
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    • (2021)Design Thinking Approach for the Development of Theme Park ApplicationAugmented Human Research10.1007/s41133-021-00054-26:1Online publication date: 13-Nov-2021
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