Proceedings of the 6th Nordic Conference on Human-Computer Interaction: Extending Boundaries 2010
DOI: 10.1145/1868914.1868929
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Design and evaluation of player experience of a location-based mobile game

Abstract: This paper reports on the design and evaluation of player experience of a Location-Based Mobile Game set in Dublin, Ireland in which players act as paranormal investigators hunting for ghosts and gathering evidence of paranormal activity. The paper focuses on players' experience of engagement and immersion, which was evaluated through a qualitative user study undertaken over a three-day period with the participation of 19 subjects. We first discuss the concept of immersion in gaming and then review related wor… Show more

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Cited by 39 publications
(37 citation statements)
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References 20 publications
(39 reference statements)
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“…Students are mentally ready for learning (Schwabe & Göth, 2005). Players immerse themselves in the game (Carrigy, Naliuka, & Haahr, 2010).…”
Section: Learning Outcomes Patterns and Ar Taxonomiesmentioning
confidence: 99%
“…Students are mentally ready for learning (Schwabe & Göth, 2005). Players immerse themselves in the game (Carrigy, Naliuka, & Haahr, 2010).…”
Section: Learning Outcomes Patterns and Ar Taxonomiesmentioning
confidence: 99%
“…Also different kind of log data was reco tom-build viewer 8 . en in Figure 8 were we illustrate the temporal flow of o the number of hugs, performed rituals and stated em indicates is that the number of emotions stated during e take that as an indicator that the game remained inter end and that it gave a sufficient motivation to the player The same is true for the number of hugs.…”
Section: Discussionmentioning
confidence: 99%
“…Research topics like immersion (Carrigy 2010) and game-flow (Jegers 2007) are well established in the game research community. And everyone that has played a game with friends or strangers over the internet or in a living room can tell some funny, angry, sad or happy stories that happened while playing the game.…”
mentioning
confidence: 99%
“…Despite this, the bulk of mobile augmented reality applications developed rely primarily on screenbased presentations. That this is not unproblematic is exemplified by [2] where the authors report "Paradoxically the game encourages looking at the screen more than the surroundings". Even "Backseat playground" [1] which makes use of audio for most of its interaction use on-screen visual elements for feedback, and the authors report that this drew the eyes of its users towards the screen rather than to the surrounding environment.…”
Section: Related Workmentioning
confidence: 99%
“…Another problem often occurring in visual augmented reality is the difficulty of having a smooth juxtaposition of virtual elements on the real world image. GPS, compass and other sensor inaccuracies cause the virtual parts of the image to move around in an unconvincing way [2,20].…”
Section: Related Workmentioning
confidence: 99%