| Literature DB >> 35448218 |
Anabela Marto1, Alexandrino Gonçalves1.
Abstract
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.Entities:
Keywords: augmented reality games; immersion; presence
Year: 2022 PMID: 35448218 PMCID: PMC9030884 DOI: 10.3390/jimaging8040091
Source DB: PubMed Journal: J Imaging ISSN: 2313-433X
Inclusion criteria.
| Inclusion Criteria | Description |
|---|---|
| Inclusion criterion 1 | The paper has the one of following terms in the title, abstract, or keywords: |
| Inclusion criterion 2 | The paper provides an experience with AR. |
| Inclusion criterion 3 | The paper provides a game experience. |
| Inclusion criterion 4 | The paper includes an analysis related to immersion, presence, engagement, embodiment, or tele-presence. |
| Inclusion criterion 5 | The paper is written in English, Portuguese, or Spanish. |
Exclusion criteria.
| Exclusion Criteria | Description |
|---|---|
| Exclusion criterion 1 | The paper does not provide an experience with AR. |
| Exclusion criterion 2 | The paper does not provide a game experience. |
| Exclusion criterion 3 | The paper does not consider immersion-related feelings insights. |
| Exclusion criterion 4 | The paper is a technical report, an abstract, editor note, call for paper, or thesis. |
| Exclusion criterion 5 | The paper is written in another language than English, Portuguese, or Spanish. |
| Exclusion criterion 6 | The paper is not available. |
Figure 1Summary of the identification, screening, eligibility, and inclusion of studies according to including and exclusion criteria.
The summary of the analysed records referring to the main purpose of each study. Note that the game type column refers to the specifics of each game and not the genre since all of them are AR games according to the game genre categorisation of Scott Rogers [49].
| Reference | AR Game | Game Type | Main Purpose |
|---|---|---|---|
| McCall, 2011 [ | “TimeWarp” | A collaborative two-player puzzle game | Discusses the evaluation of an outdoor AR location game |
| Putten, 2021 [ | “TimeWarp” | A collaborative two-player puzzle game | Examines whether and which behavioural elements correlate with the player’s sensation of presence |
| Furió, 2013 [ | (Name not found) | A serious game | An educational game that combined AR minigames focused on children |
| Datcu, 2016 [ | “The Tower” | A puzzle game | Studies the different perception of presence and situational awareness in a physical environment as well as an AR environment |
| Koh, 2017 [ | “Pokémon Go” | A location-based game | Identifies the critical predictors of behavioural intention to play Pokémon Go |
| Oh, 2018 [ | “ARfract” | A game-based simulation | Tests an AR simulation-based learning environment to be installed at a science museum with two approaches: one game-based and another non-game |
| Raptis, 2018 [ | “HoloTour” | An item-collection game | Ascertains the interaction effect between individual cognitive styles and technological context in cultural tourism |
| Sekhavat, 2018 [ | “Ladybug” | Studies the effect of augmented reality in increasing the sense of immersion in mobile games | |
| Bueno, 2020 [ | “Pokémon Go” | A location-based game | Studies social presence as being an item of continuance intention (hedonic gratification) |
| Estudante, 2020 [ | “Discoveries of Ernest Solvay” | An escape game | Uses AR to stimulate students |
| Krzywinska, 2020 [ | “Augmented Telegrapher” | An escape game | Studies mixed reality games for museum and heritage contexts |
| Lin, 2020 [ | (Name not found) | AR-based board game | Studies the effects of incorporating AR into a board game for health education |
| Rossano, 2020 [ | “Geo+” | A serious game | Uses AR to support geometry learning learning |
| Seaborn, 2020 [ | (Name not found) | A cooperative puzzle game | Studies cooperative game for psychosocial well-being |
| Shin, 2021 [ | “Batman Arkham”, “Pokémon Go”, “House of Dying Sun”, “Harry Potter”, “Wizards Unite”, “Zombie Run” | Investigates the impact of augmented reality on user affordance and the role of immersion | |
| Oriti, 2021 [ | “Harmonize” | A shooter game | Compares immersion games in VR and AR |
| Lee, 2021 [ | (Name not found) | A table top game | Compares the gameplay between AR and VR |
| Georgiou, 2021 [ | “Mysterious disease” | A serious game | Investigates the factors affecting immersion during a narrative-based AR intervention for environmental science learning |
| Jin, 2021 [ | “AR Journey” | Compares the natural user interface and graphical user interface and their impact on users’ presence | |
| Kosa, 2022 [ | “Ingress” | Studies presence in augmented reality games and how it is related to daily physical activity levels and players’ well-being |
Figure 2Word cloud generated from the titles of the 20 records analysed for the current study with the aid of the online word cloud generator Jason Davies.
List of the analysed studies presenting the devices used for the AR studies and the variables that were studied.
| Reference | AR Device | Immersion-Related Variables |
|---|---|---|
| McCall, 2011 [ | Ultra-mobile PCs | IV: none |
| Putten, 2012 [ | Ultra-mobile PCs | IV: collaboration |
| Furió, 2013 [ | Smartphone; tablet | IV: device (tablet vs. iPhone) |
| Datcu, 2016 [ | AR HMD (a modified headset) | IV: environment (AR vs. physical) |
| Koh, 2017 [ | Smartphone | IV: none |
| Oh, 2018 [ | AR glasses | IV: game-based vs. non-game |
| Raptis, 2018 [ | AR glasses (HoloLens) | IV: technological context (desktop vs. mixed-reality) |
| Sekhavat, 2018 [ | Smartphone; Google cardboard for stereo-AR | IV: type of camera (VR vs. AR vs. stereo-AR) |
| Bueno, 2020 [ | Smartphone | IV: none |
| Estudante, 2020 [ | Smartphone | (not enough data) |
| Krzywinska, 2020 [ | AR glasses (HoloLens) | IV: none |
| Lin, 2020 [ | Tablet | (not enough data) |
| Rossano, 2020 [ | Smartphone | IV: none |
| Seaborn, 2020 [ | Projector; tablet | IV: none |
| Shin, 2021 [ | Smartphone | IV: affordances in the game |
| Oriti, 2021 [ | AR glasses (HoloLens) | IV: none |
| Lee, 2021 [ | AR glasses (HoloLens) | IV: none |
| Georgiou, 2021 [ | Tablet | IV: condition (strongly-coupled vs. loose) |
| Jin, 2021 [ | AR glasses (HoloLens) | IV: user interface-UI (natural UI vs. graphical UI) |
| Kosa, 2022 [ | Smartphone | IV: none |
Figure 3Summary of devices used for the AR studies analysed.
List of evaluations conducted across the analysed records.
| Reference | Evaluation Tools | Sample Size | Reference for Evaluation |
|---|---|---|---|
| McCall, 2011 [ | Questionnaires; interviews; observation | 24 | Modified MEC spatial presence questionnaire [ |
| Putten, 2012 [ | Questionnaires; interviews; observation | 44 | Modified MEC spatial presence questionnaire [ |
| Furió, 2013 [ | Questionnaires | 79 | |
| Datcu, 2016 [ | Questionnaires | 18 | Adapted AR presence questionnaire [ |
| Koh, 2017 [ | Questionnaires | 459 | |
| Oh, 2018 [ | Questionnaires; interviews | 20 | Custom |
| Raptis, 2018 [ | Questionnaires; interviews | 73 | Immersive Experience Questionnaire (IEQ) [ |
| Sekhavat, 2018 [ | Questionnaires | 30 | Immersive Experience Questionnaire (IEQ) [ |
| Bueno, 2020 [ | Questionnaires | 1183 | Custom |
| Estudante, 2020 [ | Questionnaires | 70 | |
| Krzywinska, 2020 [ | (Not enough data) | 39 | |
| Lin, 2020 [ | (Not enough data) | 52 | |
| Rossano, 2020 [ | Questionnaires | 33 | User Engagement Scale (UES) short form [ |
| Seaborn, 2020 [ | Questionnaires | 37 | Game Engagement Questionnaire (GEQ) [ |
| Shin, 2021 [ | Questionnaires | 281 | Custom [ |
| Oriti, 2021 [ | Questionnaires | 20 | |
| Lee, 2021 [ | Questionnaires | 34 | Game Experience Questionnaire [ |
| Georgiou, 2021 [ | Questionnaires | 45 | Augmented Reality Immersion (ARI) Questionnaire [ |
| Jin, 2021 [ | Questionnaires | 58 | Presence Questionnaire [ |
| Kosa, 2022 [ | Questionnaires | 49 | Adapted Player Experience of Need Satisfaction (PENS) [ |
Figure 4Sample sizes of the conducted evaluations for immersion-related feelings.