Abstract
Location-aware augmented reality games provide players with a rich and potentially unlimited range of interaction possibilities. In this paper, a study is described which uses a number of measurement techniques including questionnaires, direct observation, semi-structured interviews and video analysis to measure player’s sense of presence. The paper points to the importance of the availability of actions within augmented reality games and how this shapes their sense of presence. The findings indicate that such an approach to measuring presence can provide valuable information on the structure of augmented reality location-aware games.
Similar content being viewed by others
References
Bailenson JN, Blascovich J, Beall AC, Loomis JM (2001) Equilibrium revisited: mutual gaze and personal space in virtual environments. Presence Teleoperators Virtual Environ 10:583–598
Ballagas RA, Kratz SG, Borchers J, Yu E, Walz SP, Fuhr CO, Hovestadt L, Tann M (2007) REXplorer: a mobile, pervasive spell-casting game for tourists. Conference on human factors in computing systems, San Jose, CA, USA, pp 1929–1934
Benford S, Crabtree A, Reeves S, Flintham M, Drozd A, Sheridan J, Dix A (2006) The frame of the game: blurring the boundary between fiction and reality in mobile experiences. Proceedings the 2006 ACM CHI conference on human factors in computing systems. ACM, Montreal, pp 427–436
Benyon D, Smyth M, O’Neill S, McCall R, Carrol F (2006) The place probe: exploring a sense of place in real and virtual environments. J Presence Tele Oper Virtual Environ 15(6):668–687
Cheok A, Goh KH, Liu W, Farbiz F, Fong SW, Teo SL, Li Y, Yang X (2004) Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing. Personal Ubiquitous Comput 8(2):71–81
Csikszentmihalyi M (1990) Flow: the psychology of optimal experience. Harper Perennial, New York
Ericsson M (2003) Enchanting reality: a vision of big experiences on small platforms. In: Copier M, Raessens J (eds) Level up. Digital games research conference 4–6 November 2003 proceedings. Universiteit Utrecht, Utrecht
Gibson JJ (1979) The ecological approach to visual perception. Erlbaum, Hilldale
Gustavson P (2001) Meanings of place: everyday experience and theoretical conceptualizations. J Environ Psychol 21:5–16
Herbst I, Braun A, McCall R, Broll W (2008) TimeWarp: interactive time travel with a mobile mixed reality game. In: Proceedings of the 10th international conference on human computer interaction with mobile devices and services (Amsterdam, The Netherlands, 2–5 September 2008). MobileHCI '08. ACM, New York, NY, pp 235–244
Huizenga J, Admiraal W, Akkerman S, Dam GT (2007) Learning history by playing a mobile city game. In: Remenyi D (ed) Proceedings of the 1st European conference on game-based learning (ECGBL) October 2007, University of Paisley, Paisley, Scotland. Academic Conferences Limited, Reading, pp 127–134
Lindt I, Ohlenburg J, Pankoke-Babatz U, Ghellal S (2007) A report on the crossmedia game epidemic menace. ACM Computers in Entertainment (CIE) 5(1)
Mantovani G, Riva G (1999) “Real” presence: how different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence Teleoper Virtual Environ 5(8):538–548
Milgram P, Kishino F (1994) A taxonomy of mixed reality visual displays. IEICE Trans Inf Syst 77:1321–1329
Montola M (2005) Exploring the edge of the magic circle. Defining pervasive games. DAC 2005 conference, December 3. IT University of Copenhagen
Piekarski W, Thomas B (2002) ARQuake: the outdoor augmented reality gaming system. Commun ACM 45(1):36–38
Relph E (1976) Place and placelessness. Pion Books, London
Sweetser P, Wyeth P (2005) Gameflow: a model for evaluating player enjoyment in games. ACM Comput Entertain 3(3):1–24
Vorderer P, Wirth W, Gouveia FR, Biocca F, Saari T, Jäncke F, Böcking S, Schramm H, Gysbers A, Hartmann T, Klimmt C, Laarni J, Ravaja N, Sacau A, Baumgartner T, Jäncke P (2004) MEC spatial presence questionnaire (MEC-SPQ): short documentation and instructions for application. Report to the European community, project presence: MEC (IST-2001-37661). Online. Available from http://www.ijk.hmt-hannover.de/Presence
Wetzel R, Lindt I, Waern A, Johnson S (2008) The magic lens box: simplifying the development of mixed reality games. In: Proceedings of the 3rd international conference on digital interactive media in entertainment and arts (Athens, Greece, 10–12 September 2008). DIMEA '08, vol. 349. ACM, New York, NY, pp 479–486
Author information
Authors and Affiliations
Corresponding author
Rights and permissions
About this article
Cite this article
McCall, R., Wetzel, R., Löschner, J. et al. Using presence to evaluate an augmented reality location aware game. Pers Ubiquit Comput 15, 25–35 (2011). https://doi.org/10.1007/s00779-010-0306-8
Received:
Accepted:
Published:
Issue Date:
DOI: https://doi.org/10.1007/s00779-010-0306-8