增强现实与其影响用户行为的能力之间的相关性研究

Nicole Kosoris, J. Chastine
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引用次数: 7

摘要

传统上,玩电子游戏与久坐不动有关,但在新的移动、无处不在的游戏模式中,它可能会鼓励用户参与健康的运动。增强现实可能是这种变化的理想载体,因为它可以将虚拟游戏元素添加到用户的物理世界中。在本文中,我们利用从移动健康监测和游戏设计中提取的概念来发现具有增强现实游戏元素的移动平台是否比与物理世界没有联系的平台对用户健康行为产生更大的影响。我们创造了一款游戏(游戏邦注:《imagine Dragon》),允许用户在久坐不动的活动中短暂休息,照顾虚拟宠物。在一项30人的短期研究中,用户对包含AR元素的游戏表现出强烈的偏好。在一项对15名参与者的长期研究中,研究人员发现,带有AR元素的游戏的使用次数大约是没有AR元素的游戏的10倍。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A study of the correlations between Augmented Reality and its ability to influence user behavior
Video game play is traditionally associated with sedentary activity, but it may be possible in the new mobile, ubiquitous game play paradigm to encourage users to engage in healthy exercise. Augmented Reality may be an ideal vehicle for this type of change, as it can add virtual game elements to a user's physical world. In this paper, we leveraged concepts drawn from mobile health monitoring as well as game design to discover whether a mobile platform with Augmented Reality game elements could have a greater effect on user health behavior than a platform with no ties to the physical world. We created a game (Imaginary Dragon) which allowed the user to care for a virtual pet by engaging in short breaks from sedentary activity. In a short term 30 person study, users indicated a strong preference for the game that contained AR elements. In a longer term study of 15 participants, it was found that the game with AR elements was used approximately ten times more than the game without AR elements.
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