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Guidelines for designing augmented reality games
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Source Future Play archive
Proceedings of the 2008 Conference on Future Play: Research, Play, Share table of contents
Toronto, Ontario, Canada
SESSION: Graphics, visual techniques, sound in games, and hardware table of contents
Pages 173-180  
Year of Publication: 2008
ISBN:978-1-60558-218-4
Authors
Richard Wetzel  Schloss Birlinghoven, Sankt Augustin - Germany
Rod McCall  Schloss Birlinghoven, Sankt Augustin - Germany
Anne-Kathrin Braun  Schloss Birlinghoven, Sankt Augustin - Germany
Wolfgang Broll  Schloss Birlinghoven, Sankt Augustin - Germany
Publisher
ACM  New York, NY, USA
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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.


REFERENCES

Note: OCR errors may be found in this Reference List extracted from the full text article. ACM has opted to expose the complete List rather than only correct and linked references.

 
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Collaborative Colleagues:
Richard Wetzel: colleagues
Rod McCall: colleagues
Anne-Kathrin Braun: colleagues
Wolfgang Broll: colleagues