Abstract

<p class="first" id="d168755e63">Augmented Reality (AR) combines real and virtual objects, provides opportunities for real-time interaction and provides accurate registration of 3D virtual and real objects. Mobile AR creates unique opportunities for gameplay unrestricted by the screen size of mobile devices with interactions possible between players, game objects and the real world. Since the launch of Pokémon Go in 2016, AR gaming has gone mainstream, several commercial mobile AR games have been launched, and researchers have conducted several studies on the motivations, intentions, and experiences associated with playing AR games. However, most studies in this area have focused on Pokémon Go, and have not included issues reported by players. This paper presents a study conducted with the aim of understanding issues, specifically those associated with the use of AR in games, that mobile AR game players face. User reviews for 10 popular commercial mobile AR games that utilise AR in all significant gameplay activities were gathered and analysed using Thematic Analysis to identify 11 themes of issues. This study adds to the body of knowledge and understanding of issues facing mobile AR game players and includes commercial mobile AR games other than Pokémon Go in the research on AR games.

Highlights

  • Augmented Reality (AR) combines real and virtual objects, provides opportunities for real-time interaction and provides accurate registration of 3D virtual and real objects (Azuma, 1997)

  • This study aims to understand issues, those associated with the use of AR in games, that mobile AR game players face

  • The themes constructed through thematic analysis are provided

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Summary

Introduction

Augmented Reality (AR) combines real and virtual objects, provides opportunities for real-time interaction and provides accurate registration of 3D virtual and real objects (Azuma, 1997). Mobile AR games can be independent of the player’s location, placing content locally to the player e.g. using a Marker to position and track the AR scene, Markerless AR experiences are very common (Oufqir et al, 2020). They can be loosely coupled to certain locations i.e. played at different locations; or contextual i.e. strongly tied to the area they are played in (Wetzel et al, 2011)

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