Environmental Visualization and Exploration in Mobile Augmented Reality Games: Redefining the Spatial Affordances

Pub Date : 2023-03-15 DOI:10.55612/s-5002-056-004
Marta Fernández-Ruiz, David Ruiz-Torres, Héctor Puente Bienvenido
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Abstract

While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).
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移动增强现实游戏中的环境可视化与探索:重新定义空间绿化
虽然桌面和控制台界面视频游戏的空间性已经得到了广泛的研究,但在移动增强现实(MAR)的背景下,并没有做出太多的方法,口袋妖怪Go等流行游戏就是从这种环境中出现的。一方面,本文重新引入了Janet Murray为数字环境引入的空间可供性概念,并在MAR特征的整合过程中对该概念进行了重新解释。另一方面,它试图接近这些特征对游戏体验的影响。为此,对46款不同类型的移动增强现实视频游戏进行了分析。研究表明,在大多数MAR视频游戏中,增强现实仍然是一个多余的元素,而不是游戏的核心方面,尽管已经观察到了涉及新的混合游戏体验的趋势。最后,我们提出了一种根据两个轴对MAR视频游戏进行分类的工具,这两个轴评估了物理空间在多大程度上被整合到游戏中:游戏世界空间(代表层)和游戏空间(交互层,与游戏规则和机制的交互)。
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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