736 research outputs found

    Exploring User Adoption of Augmented Reality Applications based on Pokémon Go

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    Pokémon Go was the first mobile Augmented Reality (AR) game that made it to the top of the download charts of mobile applications. However, very little is known about this new generation of mobile online Augmented Reality (AR) games. Existing media usage and technology acceptance theories provide limited applicability to the understanding of its users. Against this background, this research provides a comprehensive framework that incorporates findings from uses & gratification theory (U&GT), technology acceptance and risk research as well as flow theory. The proposed framework aims at explaining the drivers of attitudinal and intentional reactions, such as continuance in gaming or willingness to conduct in-app purchases. A survey among 642 Pokémon Go players provides insights into the psychological drivers of mobile AR games. Results show that hedonic, emotional and social benefits, and social norms drive, vice versa physical risks (but not privacy risks) hinder consumer reactions. However, the importance of these drivers differs between different forms of user behavio

    Beyond cute: exploring user types and design opportunities of virtual reality pet games

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    Virtual pet games, such as handheld games like Tamagotchi or video games like Petz, provide players with artificial pet companions or entertaining pet-raising simulations. Prior research has found that virtual pets have the potential to promote learning, collaboration, and empathy among users. While virtual reality (VR) has become an increasingly popular game medium, litle is known about users' expectations regarding game avatars, gameplay, and environments for VR-enabled pet games. We surveyed 780 respondents in an online survey and interviewed 30 participants to understand users' motivation, preferences, and game behavior in pet games played on various medium, and their expectations for VR pet games. Based on our findings, we generated three user types that reflect users' preferences and gameplay styles in VR pet games. We use these types to highlight key design opportunities and recommendations for VR pet games

    Is There More Than Pokémon Go? – Exploring the State of Research on Causal Modeling in the Field of Augmented Reality

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    The paper explores how scholars apply causal modeling to gain an understanding of augmented reality as innovative technology and its potential for application. To do so, we conducted a structured literature review and applied a graph database-driven approach to analyze how scholars research augmented reality. Such an approach enables in-depth analysis of the body of knowledge that is not accessible in traditional ways of exploring literature. The results help to understand where we as a community stand and how directions for future research can help reshape the understanding of augmented reality and its application

    Unfolding Concerns about Augmented Reality Technologies: A Qualitative Analysis of User Perceptions

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    Augmented reality (AR) greatly diffused into the public consciousness in the last years, especially due to the success of mobile applications like Pokémon Go. However, only few people experienced different forms of augmented reality like head-mounted displays (HMDs). Thus, people have only a limited actual experience with AR and form attitudes and perceptions towards this technology only partially based on actual use experiences, but mainly based on hearsay and narratives of others, like the media or friends. Thus, it is highly difficult for developers and product managers of AR solutions to address the needs of potential users. Therefore, we disentangle the perceptions of individuals with a focus on their concerns about AR. Perceived concerns are an important factor for the acceptance of new technologies. We address this research topic based on twelve intensive interviews with laymen as well as AR experts and analyze them with a qualitative research method

    Augmented Reality: Exploring Its Potential for Extension

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    Augmented reality (AR) is quickly becoming commonplace in our daily lives and in many information-sharing fields. This article addresses how Extension is exploring its application and utility for our consumers. In the article, I provide a clear definition of AR and an explanation of how it differs from virtual reality, followed by examples of AR applications within and external to Extension. I describe the origin of, development process for, and lessons learned from an eXtension Foundation–funded AR project in the hope of offering a roadmap to others. Additionally, I present findings from a statewide survey of Extension professionals about AR\u27s strengths, weaknesses, and potential

    Getting Healthy by Catching Them All: A Study on the Relationship Between Player Orientations and Perceived Health Benefits in an Augmented Reality Game

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    In recent years, location-based augmented reality games such as Pokémon Go have become increasingly popular. These games not only afford a novel gaming experience, but also have the potential to alter how players view their physical realities and alter the dynamics of traditional game play from its sedentary nature towards a more physical one. In this paper we investigate what kinds of players (achievement, immersion or social interaction -oriented) are more likely to derive health benefits from playing augmented reality games. We employ online survey data gathered among players of Pokémon Go (N=1190). The results show that playing location-based augmented reality games has a positive association with perceived mental, physical and social health outcomes overall. The results also suggest that the way in which players approach the game and what kinds of aspects of the game they emphasize can have a differential dynamic on how the health benefits of the game manifest. Results show that social gaming orientation is positively associated with physical, mental and social health outcomes, whereas achievement and immersion orientations are associated with physical and mental health outcomes

    Design Thinking Methodology for Increasing Quality of Experience of Augmented Reality Educational Games

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    Integration of technology in education with adequate pedagogical approaches creates new opportunities or improving the quality of teaching and learning experiences, raising students' interest and motivation for the classroom activities at the same time. Game-based learning implemented with different technologies can utilize students’ collaboration, energy, and enthusiasm. In order to increase the quality of experience of the learning process, elements of popular games (e.g. mobile games and augmented reality games) should be used in the educational context. This paper describes how design thinking methodology can be used to propose a model for the integration of games in education. The methodology defines the process of creating educational games starting from students’ attitudes and needs and moving towards needed educational outcomes. As an example case study augmented reality prototype game was designed in order to illustrate the possibilities and benefits of the proposed methodology. The achieved results confirm that the proposed methodology ensures a powerful gaming experience and high-quality learning experience.acceptedVersio

    Augmented Reality in Information Systems Research: A Systematic Literature Review

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    Augmented Reality (AR) is one of the most prominent emerging technologies recently. This increase in recognition has happened predominantly because of the success of the smartphone game Pokémon Go . But research on AR is not a new strand of literature. Especially computer scientists investigate different technological solutions and areas of application for almost 30 years. This systematic literature review aims at analyzing, synthesizing and categorizing this strand of research in the information systems (IS) domain. We follow an established methodology for conducting the literature review ensuring rigor and replicability. We apply a keyword and backward search resulting in 28 and 118 articles, respectively. Results are categorized with regard to the focus of the research and the domain of the application being investigated. We show that research on user behavior is underrepresented in the current IS literature on AR compared to technical research, especially in the domains gaming and smartphone browsers
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