This thesis covers research into the use of everyday objects as props in first-person augmented reality action games. The thesis aims to answer three research questions:• RQ: Do more commonly chosen everyday objects provide a more immersive experience when used as props in a first-person augmented reality action game?-SQ 1 : Can a consensus be reached for what types of everyday objects are used as props in a first-person augmented reality action game?-SQ 2 : How can everyday objects be used as props in a first-person augmented reality action game?An elicitation study was performed to investigate these research questions. Participants in the study were offered a range of everyday objects that they could select as a prop to control a virtual sword, shield and then crossbow. Each participant completed a short game task with each virtual object, using their selection, filled in a questionnaire to measure their immersion and completed a short interview after all tasks were completed.Results from the study indicate that no, more commonly chosen everyday objects do not necessarily provide a more immersive experience when used as props in a first-person augmented reality action game -due to no significant differences found between immersion scores for the consensus and remaining objects. Yes, a consensus can be reached for what types of everyday objects are used as props in a first-person augmented reality action game but not necessarily for all virtual objects -the sword was found to have medium agreement with a shoehorn as the most popular choice, the shield was found to have high agreement with a pot-lid as the most popular choice and no consensus was found for the crossbow object. The qualitative results indicated that everyday objects can be used as props in a first-person augmented reality action game by providing intuitive ways to use the everyday objects that mimic how players would expect the virtual objects to be used and activated.
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