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
Summary
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)
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.