A player engagement model for an augmented reality game: a case of pokémon go

A. Pyae, L. Potter
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引用次数: 22

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 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.
增强现实游戏的玩家粘性模型:以《口袋妖怪go》为例
本文探讨了增强现实(AR)游戏中玩家的参与度。我们介绍了玩AR游戏的四个概念,包括:“玩家”、“游戏”、“在场”和“地点”。我们使用poksammon Go的案例研究,基于单个用户场景讨论每个概念。基于这些概念,我们提出了一个玩家参与AR游戏的模型,并提出了本研究提出的研究问题。我们还强调了现实世界中AR游戏玩家(如pokemon Go)的安全问题。然后,我们制定了一个关于玩家在玩这个游戏时的安全性的研究问题。在我们未来的工作中,我们将进行一项用户研究,以调查玩家在现实和虚拟世界中玩AR游戏的可用性、用户体验和安全性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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