Abstract:In this study, we investigate presence in augmented reality games and how it is related to daily physical activity levels and well-being of players. In a diary study, 49 participants played "Ingress" for 14 days and filled out a questionnaire that consisted of several Likert scales, at the end of every day. Multilevel analyses showed that presence was associated with daily walking duration and daily subjective vitality, and daily walking duration was associated with subjective vitality of players in the same-d… Show more
“…The results of this study are in line with previous studies which explained that Pokemon Go is an augmented game that requires players to travel to various locations in the real world which the distances was relatively far. Thus, after carried out this game, players can increase their PA level to be better than before (Althoff et al, 2016;Chaput & Leblanc, 2017;Ewell et al, 2020;Kosa & Uysal, 2022).…”
Study purpose. One of the main problems during the COVID-19 pandemic that needs to be considered is the decline in physical activity carried out by teenagers. The overall objective of this mixed method is to investigate the effects of the Pokemon Go intervention program to promote physical activity in teenagers during the COVID-19 crisis.
Materials and methods. This study was conducted through a mixed method approach. 94 teenagers in grades 10–12 from three high schools agreed to participate in this study. The subjects were divided into 2 groups, namely in the Pokemon Go intervention program group (N=47) and a control group that did not get any physical activity (N=47). The Pokemon Go intervention program was carried out for 7 weeks with an intensity of 3 times a week in physical education classes. After carrying out the Pokemon Go intervention program, the forty-seven subjects were interviewed. The quantitative instrument used to measure the physical activity level was IPAQ, while the qualitative instrument used in-depth interviews.
Results. The quantitative and qualitative (mixed) research confirms that the Pokemon Go intervention program showed to positively promote PA levels in teenagers to higher levels in the current COVID-19 crisis. The results of this study are in line with the previous studies which explained that Pokemon Go is an augmented reality game that requires players to travel to various locations in the real world where distances are relatively far.
Conclusions. Teenagers with the status of players, ex-players and non-players experienced a significant increase in physical activity level after participating the Pokemon Go intervention program for 7 weeks, and the majority of subjects considered that Pokemon Go had a positive effect to promote physical activity during the COVID-19 pandemic. After implementing the Pokemon Go intervention program for 7 weeks, the results of our study confirm that the physical activity levels of teenagers have gradually increased during the COVID-19.
“…The results of this study are in line with previous studies which explained that Pokemon Go is an augmented game that requires players to travel to various locations in the real world which the distances was relatively far. Thus, after carried out this game, players can increase their PA level to be better than before (Althoff et al, 2016;Chaput & Leblanc, 2017;Ewell et al, 2020;Kosa & Uysal, 2022).…”
Study purpose. One of the main problems during the COVID-19 pandemic that needs to be considered is the decline in physical activity carried out by teenagers. The overall objective of this mixed method is to investigate the effects of the Pokemon Go intervention program to promote physical activity in teenagers during the COVID-19 crisis.
Materials and methods. This study was conducted through a mixed method approach. 94 teenagers in grades 10–12 from three high schools agreed to participate in this study. The subjects were divided into 2 groups, namely in the Pokemon Go intervention program group (N=47) and a control group that did not get any physical activity (N=47). The Pokemon Go intervention program was carried out for 7 weeks with an intensity of 3 times a week in physical education classes. After carrying out the Pokemon Go intervention program, the forty-seven subjects were interviewed. The quantitative instrument used to measure the physical activity level was IPAQ, while the qualitative instrument used in-depth interviews.
Results. The quantitative and qualitative (mixed) research confirms that the Pokemon Go intervention program showed to positively promote PA levels in teenagers to higher levels in the current COVID-19 crisis. The results of this study are in line with the previous studies which explained that Pokemon Go is an augmented reality game that requires players to travel to various locations in the real world where distances are relatively far.
Conclusions. Teenagers with the status of players, ex-players and non-players experienced a significant increase in physical activity level after participating the Pokemon Go intervention program for 7 weeks, and the majority of subjects considered that Pokemon Go had a positive effect to promote physical activity during the COVID-19 pandemic. After implementing the Pokemon Go intervention program for 7 weeks, the results of our study confirm that the physical activity levels of teenagers have gradually increased during the COVID-19.
“…They identified immersion as a significant negative predictor of intention to play while walking. Walking while playing was also covered by Kosa et al in their study on presence in AR games and how it is related to daily physical activity levels and the well-being of players [60]. They demonstrated that presence was associated with daily walking duration and daily subjective vitality, suggesting that presence could be an important factor for engagement in AR games.…”
Section: Ar Games Activity and Social Presencementioning
confidence: 95%
“…Jin, 2021 [59] "AR Journey" Compares the natural user interface and graphical user interface and their impact on users' presence Kosa, 2022 [60] "Ingress"…”
Section: Reference Ar Game Game Type Main Purposementioning
confidence: 99%
“…Sense of presence was evaluated by using: (1) a modified MEC spatial presence questionnaire [64] by adding some questions from a social presence questionnaire [65]-see [11] for more information; (2) an adapted version of the AR presence questionnaire [66]-see [41] for more information; (3) a custom questionnaire [69]-see [36] for more information; (4) presence questionnaire [31]-see [59] for more information; (5) the adapted player experience of need satisfaction (PENS) [68]-see [60] for more information.…”
The sense of presence in augmented reality (AR) has been studied by multiple researchers through diverse applications and strategies. In addition to the valuable information provided to the scientific community, new questions keep being raised. These approaches vary from following the standards from virtual reality to ascertaining the presence of users’ experiences and new proposals for evaluating presence that specifically target AR environments. It is undeniable that the idea of evaluating presence across AR may be overwhelming due to the different scenarios that may be possible, whether this regards technological devices—from immersive AR headsets to the small screens of smartphones—or the amount of virtual information that is being added to the real scenario. Taking into account the recent literature that has addressed the sense of presence in AR as a true challenge given the diversity of ways that AR can be experienced, this study proposes a specific scope to address presence and other related forms of dimensions such as immersion, engagement, embodiment, or telepresence, when AR is used in games. This systematic review was conducted following the PRISMA methodology, carefully analysing all studies that reported visual games that include AR activities and somehow included presence data—or related dimensions that may be referred to as immersion-related feelings, analysis or results. This study clarifies what dimensions of presence are being considered and evaluated in AR games, how presence-related variables have been evaluated, and what the major research findings are. For a better understanding of these approaches, this study takes note of what devices are being used for the AR experience when immersion-related feelings are one of the behaviours that are considered in their evaluations, and discusses to what extent these feelings in AR games affect the player’s other behaviours.
“…Kosa and Uysal (2021) used an augmented reality game to test the Effects of Presence and Physical Activity on Player Well-being [32] and found that their method was positively correlated with well-being, but their game design needs more of a social presence element.…”
The purpose of this study was to investigate the potential of Alternate Reality Games (ARGs) in promoting physical activities to maintain physical health. ARGs are transmedia games that mix digital and real-life elements to deliver an engaging experience. The study examined how people could be motivated to engage in physical actions by using a short treasure hunt game. This study explored the power of an ARG game to modify human behavior at an individual level using the Within-subject design methodology. This study was driven by the following research question:Can users be motivated to perform physical activities through ARG? Study participants playtested an experimental game and answered the post-gameplay survey. The presented treasure hunt ARG game participants identified clues to advance in the gameplay. On the basis of post-gameplay survey results, my research found that the participants can be engaged in physical activities through an ARG game. This study contributes to the Exergame Design and Persuasive Technology field and could prove useful for motivating people to maintain fitness through gamification.
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