Change search
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf
Designing Educational Mobile Augmented Reality Games Using Motivators and Disturbance Factors
Luleå University of Technology, Department of Computer Science, Electrical and Space Engineering, Computer Science.ORCID iD: 0000-0001-5966-992x
Ajou University.
2019 (English)In: Augmented Reality Games II: The Gamification of Education, Medicine and Art / [ed] Vladimir Geroimenko, Springer, 2019, p. 33-56Chapter in book (Refereed)
Abstract [en]

Mobile augmented reality (MAR) has emerged as a mainstream technology to provide novel visualization and interaction opportunities across application domains. The primary forte of MAR is its ability to bridge the real world with virtual worlds by bringing virtual elements onto a real-world view, and by adapting the experience according to the user’s location and other context parameters. Research has shown that MAR possesses a multitude of affordances in the field of education. These affordances can be amplified in educational MAR games (EMARGs) due to the motivational value and the fun factor provided by intriguing game elements. However, there is a gap in research on design guidelines for EMARGs, especially regarding the connection to motivators and disturbance factors that may have positive and negative effects respectively on the learning experience. In this chapter, we first describe related background, and then present two MAR case studies—a treasure hunt and a story-driven adventure game—to illustrate our experiences in designing EMARGs. We conduct a qualitative analysis of the case studies based on questionnaire answers and interviews of 29 and 112 participants respectively, to identify motivators (16, 20) and disturbance factors (11, 25) in the participants’ gameplay experiences. Through an analysis of the motivators, disturbance factors and our design experiences, we proposed 24 design guidelines in six categories that can potentially strengthen motivators and diminish disturbance factors in MAR applications.

Place, publisher, year, edition, pages
Springer, 2019. p. 33-56
National Category
Computer Sciences
Research subject
Pervasive Mobile Computing
Identifiers
URN: urn:nbn:se:ltu:diva-74373DOI: 10.1007/978-3-030-15620-6_2ISBN: 978-3-030-15620-6 (electronic)ISBN: 978-3-030-15619-0 (print)OAI: oai:DiVA.org:ltu-74373DiVA, id: diva2:1322955
Available from: 2019-06-11 Created: 2019-06-11 Last updated: 2021-05-07Bibliographically approved

Open Access in DiVA

No full text in DiVA

Other links

Publisher's full text

Authority records

Laine, Teemu H.

Search in DiVA

By author/editor
Laine, Teemu H.
By organisation
Computer Science
Computer Sciences

Search outside of DiVA

GoogleGoogle Scholar

doi
isbn
urn-nbn

Altmetric score

doi
isbn
urn-nbn
Total: 318 hits
CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf