Abstract

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 Pokemon 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 Pokemon 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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