DEVELOPING A CONCEPTUAL MODEL OF USER ENGAGEMENT FOR MOBILE-BASED AUGMENTED REALITY GAMES

Authors

  • Dendi Permadi Faculty of Creative Multimedia, Multimedia University Cyberjaya, 63100 Malaysia
  • Ahmad Rafi Faculty of Creative Multimedia, Multimedia University Cyberjaya, 63100 Malaysia

DOI:

https://doi.org/10.11113/jt.v77.6804

Keywords:

Augmented reality, mobile game, user engagement

Abstract

This paper suggested a conceptual model of user engagement for mobile based augmented reality (AR) games. Literature revealed the importance of user engagement for defining a successful technology application such as game. However, user engagement in particular is still not clearly studied for the mobile augmented reality games area. This paper critically reviewed the relations of user engagement elements in the mobile augmented reality game and guidelines that related to engagement for such type of games. It then recommended eight attributes of user engagement conceptual model for mobile based augmented reality games that can be used by game designer to design engaging mobile AR games for the industry and future AR engagement research.

References

Schmalstieg, D., Langlotz, T. and Billinghurst, M. 2011. Augmented Reality 2.0. Springer Vienna. 13-37.

Zheng, R., Zhang, D. and Yang, G. 2015. Seam the Real with the Virtual: a Review of Augmented Reality. Information Technology and Mechatronics Engineering Conference. Atlantis Press. 7: 77-80.

Pucihar, K. Č. and Coulton, P. 2014. Exploring the Evolution of Mobile Augmented Reality for Future Entertainment Systems. Computers in Entertainment (CIE). 11(2): 1.

Wetzel, R., McCall, R., Braun, A. and Broll, W. 2008. Guidelines for Designing Augmented Reality Games. Proceedings of the 2008 Conference on Future Play: Research, Play, Share. Toronto, Ontario, Canada.

Enrique, L., Rutledge, P. and Neal, M. 2012. Assessing User Experience in Augmented Reality Applications Using the Positive Engagement Evaluation Model. 2012 IEEE International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government. Las Vegas, NV.

Li, N. and Duh, H. B. L. 2013. Cognitive Issues in Mobile Augmented Reality: An Embodied Perspective. Human Factors in Augmented Reality Environments. Springer, New York. 109-135.

Chapman, P. 1997. Models of Engagement: Intrinsically Motivated Interaction with Multimedia Learning Software. MSc Thesis. University of Waterloo, Waterloo, Canada.

Quesenbery, W. 2003. Dimensions of usability. In Albers, M., Mazur, B. (eds.). Content and Complexity: Information Design in Technical Communications. 81-102.

Malone, T. 1980. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Technical Report CIS-7. Palo Alto, CA: Xerox PARC.

Malone, T. and Lepper, M.R. 1987. Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In Snow. R.E., Farr M.J. (eds.). Aptitude Learning and Instruction: Vol III Cognitive and Affective Process Analysis. NJ: Lawrence Erlbaum, Hillsdale. 223-253.

O’Brien, H.L. and Toms, E.G. 2008. What is User Engagement? A Conceptual Framework for Defining User Engagement with Technology. Journal of the American Society for Information Science and Technology. 59(6): 938-955.

Mayes, D. K. and Cotton, J. E. 2001. Measuring Engagement in Video Games: A questionnaire. Proceedings of the Human Factors and Ergonomics Society 45th Annual Meeting. 692-696.

Chen, M., Kolko, B., Cuddihy, E. and Medina, E. 2005. Modeling and Measuring Engagement in Computer Games, Proceedings of Digital Games Research Conferences. Vancouver, Canada.

Wiebe, E.N, Lamb, A., Hardy, M. and Sharek, D. 2012. Measuring Engagement in Video Game-based Environments: Investigation of the User Engagement Scale. Journal of Computer in Human Behaviour. 32: 123-132.

O’Brien, H.L. and Toms, E.G. 2010. The Development and Evaluation of A Survey to Measure User Engagement in e-commerce Environment. Journal of the Association for Information Science and Technology. 61(1): 50-69.

Rutledge, P. and Neal, M. 2012. Positive Engagement Evaluation Model for Interactive and Mobile Technologies. 2012 EEE International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government. LasVegas, NV.

Stapleton, C. B., Hughes, C. E. and Moshell, J. M. 2003. Mixed Fantasy: Exhibition of Entertainment Research for Mixed Reality. International Symposium on Mixed and Augmented Reality. IEEE Computer Society. Tokyo, Japan, 354-355.

Neal, M. 2012. Creating and Maintaining a Psychological Flow State in Augmented Reality Applications. 2012 EEE International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government. Las Vegas, NV.

Sweetser, P. and Wyeth, P. 2005. GameFlow: A Model for Evaluating Player Enjoyment in Games. Journal of Computers in Entertainment. 3(3): 1-24.

Csikszentmihalyi, M. 1990. Flow: The Psychology of Optimal Experience. New York, Harper & Row.

Lamantia, j. Inside Out: Interaction Design for Augmented Reality. [Online] From http://www.uxmatters.com/mt/archives/2009/08/inside-out-interaction-design-for-augmented-reality.php [Accessed on 14 October 2015].

Matlin, M.W. 1994. Cognition. 3th ed. Orlando, FL: Harcourt Brace.

Chen, M., Kolko, B. E., Cuddihy, E. and Medina, E. 2011. Modeling but NOT Measuring Engagement in Computer Games. GLS'11 Proceedings of the 7th International Conference on Games + Learning + Society. ETC Press. 55-63.

Nylander, S., Lundquist, T., Brännström, A. and Karlson, B. 2009. It’s Just Easier with The Phone–A Diary Study of Internet Access from Cell Phones. Pervasive Computing. Springer Berlin Heidelberg. 5538: 354-371.

Dixon, D., Kiani, S.L. and Ikram, A. 2010. Experiences with AR Plots: Design Issues and Recommendations for Augmented Reality Based Mobile Games. Communications in Mobile Computing. 2(1): 1-6.

Boyle, E. A., Connolly, T. M. and Hainey, T. 2011. The Role of Psychology in Understanding the Impact of Computer Games. Journal of Entertainment Computing. 2(2): 69-74.

Moore, K. and Rutter, J. 2004. Understanding Consumers-in Understanding of Mobile Entertainment. Proceedings of Mobile Entertainment: User-Centred Perspectives. 49-65.

Kiyokawa, K., Bilinghurs, M., Hayes, S.E., Gupta, A., Sannohe, Y. and Kato, H. 2002. Communication Behaviours of Co-located Users in Collaborative AR Interfaces. ISMAR’02: Proceedings of the International Symposium on Mixed and Augmented Reality. IEEE Computer Society. Washington DC, USA. 139.

Downloads

Published

2015-12-17

Issue

Section

Science and Engineering

How to Cite

DEVELOPING A CONCEPTUAL MODEL OF USER ENGAGEMENT FOR MOBILE-BASED AUGMENTED REALITY GAMES. (2015). Jurnal Teknologi (Sciences & Engineering), 77(29). https://doi.org/10.11113/jt.v77.6804