2019
DOI: 10.1109/access.2019.2945819
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Effects of Gamified Augmented Reality in Public Spaces

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Cited by 23 publications
(17 citation statements)
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References 25 publications
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“…The result of the survey questionnaire shows that visitors were satisfied with both applications in the perspective of fun and engagement and the applications also helped visitors get familiar with the exhibition. These results are consistent with [45] and [46] regarding implementing gamification application to exhibition and museum visits respectively.…”
Section: Discussionsupporting
confidence: 89%
“…The result of the survey questionnaire shows that visitors were satisfied with both applications in the perspective of fun and engagement and the applications also helped visitors get familiar with the exhibition. These results are consistent with [45] and [46] regarding implementing gamification application to exhibition and museum visits respectively.…”
Section: Discussionsupporting
confidence: 89%
“…These devices facilitate the active learning of students so that the desired learning effect can be achieved (Hwang et al, 2016;Maier et al, 2016;Noreikis et al, 2019). In addition, multitouch technology has been used in museums to facilitate interactions between learners and exhibit resources.…”
Section: Conclusion and Discussionmentioning
confidence: 99%
“…Danks et al [42] In this section, we will consider the ability of gamified systems situated in cultural spaces to elicit the forms of pleasure posited above, with this by extension providing a method to assess the capacity these games offer to motivate and prolong engagement. Testing the hypothesis of Danks et al above, there is now a growing repository of papers that explore gamification applied to cultural spaces, predominantly museums ( [43][44][45][46][47] e.g. with [48,49] both offering literature reviews).…”
Section: Gamification In Cultural Spacesmentioning
confidence: 99%