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The final TimeWarp: using form and content to support player experience and presence when designing location-aware mobile augmented reality games

Published: 11 June 2012 Publication History

Abstract

Designing Augmented Reality location aware games requires an understanding of how form and content issues impact on presence. A study of 60 players was conducted using questionnaires, video analysis and interviews. The results indicate that content including: moral dilemmas, strong narratives, using real locations effectively and applying simple physical behavior within virtual characters to improve embodiment have a positive impact on player experience. The results are presented in the form of guidelines.

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                        cover image ACM Conferences
                        DIS '12: Proceedings of the Designing Interactive Systems Conference
                        June 2012
                        828 pages
                        ISBN:9781450312103
                        DOI:10.1145/2317956
                        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: 11 June 2012

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                        Author Tags

                        1. game design
                        2. guidelines
                        3. location-aware games
                        4. mixed reality (MR)
                        5. mobile augmented reality (AR)
                        6. multimodal interfaces
                        7. pervasive gaming
                        8. presence

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                        DIS '12
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                        DIS '12: Designing Interactive Systems Conference 2012
                        June 11 - 15, 2012
                        Newcastle Upon Tyne, United Kingdom

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                        Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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                        Cited By

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                        • (2024)Industrial Metaverse? Human-Centred Design for Collaborative Remote Maintenance and Training Using XR-TechnologiesXR and Metaverse10.1007/978-3-031-50559-1_15(195-209)Online publication date: 23-Jan-2024
                        • (2023)Mixed Reality Interaction TechniquesSpringer Handbook of Augmented Reality10.1007/978-3-030-67822-7_5(109-129)Online publication date: 1-Jan-2023
                        • (2023)Augmented Reality in Sports and Physical EducationSpringer Handbook of Augmented Reality10.1007/978-3-030-67822-7_14(355-368)Online publication date: 1-Jan-2023
                        • (2022)How Do Video Games Induce Us to Travel?: Exploring the Drivers, Mechanisms, and Limits of Video Game-Induced TourismAudiovisual Tourism Promotion10.1007/978-981-16-6410-6_8(153-172)Online publication date: 3-Jan-2022
                        • (2022)Building the “Complete Game”: An Overview Study of a Development Strategy for Geo AR Mobile GamesHCI International 2022 - Late Breaking Papers. Interaction in New Media, Learning and Games10.1007/978-3-031-22131-6_45(604-622)Online publication date: 25-Nov-2022
                        • (2022)ART for Art Revisited: Analysing Technology Adoption Through AR Taxonomy for Art and Cultural HeritageAugmented Reality Art10.1007/978-3-030-96863-2_1(3-23)Online publication date: 17-May-2022
                        • (2021)Effects of Presence and Physical Activity on Player Well-being in Augmented Reality Games: A Diary StudyInternational Journal of Human–Computer Interaction10.1080/10447318.2021.192543738:1(93-101)Online publication date: 26-May-2021
                        • (2021)Augmented Reality Systems and Their Future in Tourism: Before, During and After the JourneyAugmented Reality in Tourism, Museums and Heritage10.1007/978-3-030-70198-7_3(49-67)Online publication date: 25-Apr-2021
                        • (2019)Tango vs. HoloLens: A Comparison of Collaborative Indoor AR Visualisations Using Hand-Held and Hands-Free DevicesMultimodal Technologies and Interaction10.3390/mti30200233:2(23)Online publication date: 3-Apr-2019
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