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Guidelines for designing augmented reality games

Published: 03 November 2008 Publication History

Abstract

The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it is almost always assumed that the augmented reality element in itself will provide a sufficient experience for the player. This has led to a need to evaluate what makes a successful augmented reality game.
In this paper we present a set of design guidelines which are drawn from experiences of three mixed reality games. The guidelines provide specific guidance on relationships between real and virtual space, social interaction, use of AR technologies, maintaining consistent themes and implicitly address higher level aspects such as presence within a particular augmented reality place.

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cover image ACM Other conferences
Future Play '08: Proceedings of the 2008 Conference on Future Play: Research, Play, Share
November 2008
297 pages
ISBN:9781605582184
DOI:10.1145/1496984
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 03 November 2008

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Author Tags

  1. augmented reality
  2. augmented reality games
  3. game design
  4. game design guidelines

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FuturePlay08
FuturePlay08: FuturePlay 2008 Academic Games Conference
November 3 - 5, 2008
Ontario, Toronto, Canada

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  • (2024)Why Larp? A Synthesis Article on Live Action Roleplay in Relation to HCI Research and PracticeACM Transactions on Computer-Human Interaction10.1145/368904531:5(1-35)Online publication date: 2-Sep-2024
  • (2023)Augmented play: An analysis of augmented reality features in location-based gamesConvergence: The International Journal of Research into New Media Technologies10.1177/1354856523115649529:2(342-361)Online publication date: 13-Feb-2023
  • (2023)Evaluating design guidelines for hand proximate user interfacesProceedings of the 2023 ACM Designing Interactive Systems Conference10.1145/3563657.3596117(1159-1173)Online publication date: 10-Jul-2023
  • (2023)Bubbleu: Exploring Augmented Reality Game Design with Uncertain AI-based InteractionProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581270(1-18)Online publication date: 19-Apr-2023
  • (2023)Bonkers Borders - A Serious AR Game of Boundaries Unfitting and Consequences Unwitting2023 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW58643.2023.00060(243-248)Online publication date: Mar-2023
  • (2023)Augmented Adventures: Using Different Perspectives to Design Novel Tabletop Game Experiences with Augmented RealityEntertainment Computing – ICEC 202310.1007/978-981-99-8248-6_21(251-260)Online publication date: 15-Nov-2023
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  • (2022)In-cAR Gaming: Exploring the use of AR headsets to Leverage Passenger Travel Environments for Mixed Reality GameplayExtended Abstracts of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491101.3519741(1-7)Online publication date: 27-Apr-2022
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