A player engagement model for an augmented reality game: a case of Pokémon Go

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Author(s)
Pyae, Aung
Potter, Leigh Ellen
Year published
2016
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In this paper, we discuss players' engagement in playing Augmented Reality (AR) games. We present four concepts in playing AR games including: 'Player', 'Play', 'Presence', and 'Place'. We discuss each concept based on the individual user scenario using a case study of Pokémon Go. Based on these concepts, we propose an engagement model for players in playing an AR game, followed by research questions formulated by this study. We also highlight safety issues for AR game players such as Pokémon Go in the real-world. Then, we formulate a research question about players' safety in playing this game. In our future work, we will ...
View more >In this paper, we discuss players' engagement in playing Augmented Reality (AR) games. We present four concepts in playing AR games including: 'Player', 'Play', 'Presence', and 'Place'. We discuss each concept based on the individual user scenario using a case study of Pokémon Go. Based on these concepts, we propose an engagement model for players in playing an AR game, followed by research questions formulated by this study. We also highlight safety issues for AR game players such as Pokémon Go in the real-world. Then, we formulate a research question about players' safety in playing this game. In our future work, we will conduct a user study to investigate the usability, user experience, and safety for players to play AR games in both real and virtual worlds.
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View more >In this paper, we discuss players' engagement in playing Augmented Reality (AR) games. We present four concepts in playing AR games including: 'Player', 'Play', 'Presence', and 'Place'. We discuss each concept based on the individual user scenario using a case study of Pokémon Go. Based on these concepts, we propose an engagement model for players in playing an AR game, followed by research questions formulated by this study. We also highlight safety issues for AR game players such as Pokémon Go in the real-world. Then, we formulate a research question about players' safety in playing this game. In our future work, we will conduct a user study to investigate the usability, user experience, and safety for players to play AR games in both real and virtual worlds.
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Conference Title
PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016)
Copyright Statement
© ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer-Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960.
Subject
Human-computer interaction