Representing remote locations with location-based augmented reality game design

IF 2.8 3区 计算机科学 Q2 COMPUTER SCIENCE, CYBERNETICS Entertainment Computing Pub Date : 2025-02-18 DOI:10.1016/j.entcom.2025.100932
Yasas Sri Wickramasinghe , Heide Karen Lukosch , James Everett , Stephan Lukosch
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引用次数: 0

Abstract

Location-based augmented reality games (LBARGs) allow for interaction with the physical environment of a player. This research study investigates the representation of physically remote locations in LBARGs and the utilization of a location-sharing player’s (LSP) location to engage in gameplay in remote locations. We identified three modes, i.e., tabletop, overlay, and window, to represent a player’s location to another player not at the same location. Based on these modes, we designed a LBARG to study the impact of the different modes on spatial presence and immersion. We recruited 30 participants (n=30) for a within-subjects study. Each participant experienced the different representation modes and we evaluated their experience using quantitative as well as qualitative methods. The results show that the chosen game mode significantly impacts the players’ spatial presence. For the LBARG, we also designed a game mechanic that specifically used the physical properties of the represented remote location. The qualitative findings highlight that utilizing the physical environment helps to connect remote locations and people. Our findings can guide future game designers on how to design for spatial presence and immersion within LBARGs.
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来源期刊
Entertainment Computing
Entertainment Computing Computer Science-Human-Computer Interaction
CiteScore
5.90
自引率
7.10%
发文量
66
期刊介绍: Entertainment Computing publishes original, peer-reviewed research articles and serves as a forum for stimulating and disseminating innovative research ideas, emerging technologies, empirical investigations, state-of-the-art methods and tools in all aspects of digital entertainment, new media, entertainment computing, gaming, robotics, toys and applications among researchers, engineers, social scientists, artists and practitioners. Theoretical, technical, empirical, survey articles and case studies are all appropriate to the journal.
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