2015
DOI: 10.1007/978-3-319-27000-5_28
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Empirical Analysis of Mobile Augmented Reality Games for Engaging Users’ Experience

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Cited by 10 publications
(5 citation statements)
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References 18 publications
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“…When the AR learning environment is offered without a game (setting B), user engagement is higher than for the combined learning approach (A) (r= 0.32) (Table 9). Our study thus supports the results of previous studies according to which AR can help to strengthen user engagement [35,47,57,63,64].…”
Section: Discussionsupporting
confidence: 91%
See 1 more Smart Citation
“…When the AR learning environment is offered without a game (setting B), user engagement is higher than for the combined learning approach (A) (r= 0.32) (Table 9). Our study thus supports the results of previous studies according to which AR can help to strengthen user engagement [35,47,57,63,64].…”
Section: Discussionsupporting
confidence: 91%
“…High levels of engagement may attract the user, hold the attention and interest, improve performance, and thus contribute to the effectiveness of learning [47,63]. Several research works have investigated the aspect of engagement with AR learning environments and report that AR has the potential to increase engagement [35,47,57,63,64]. Higher levels of engagement are connected to AR, as it offers and promotes different forms of interaction with the system, media, or technology [65,66].…”
Section: Augmented Reality and User Engagementmentioning
confidence: 99%
“…Regarding the existing resources, the potential of mobile augmented reality provides opportunities for designing virtual learning spaces that are learner generated [36]. Mobile devices such as smartphones or tablets offer easier and cheaper access to augmented reality than before [28,37], and appearance in the videogame market of mobile augmented reality games with potentially millions of users [38], such as Pokemon Go [39], have led to the fact that augmented reality is gaining ground in the field of education. In addition, Fombona and Vázquez [40] state that we have teams capable of performing tasks supported by augmented reality, because 80% of the teams have the Android operating system, and 60% of them have an integrated GPS system, which allows them to perform geolocation tasks.…”
Section: Introductionmentioning
confidence: 99%
“…For evaluating the engagement of cabin crew members when using AvGeek AR, the Positive Engagement Evaluation Model (PEEM) was utilized due to its relevance and popularity in assessing user engagement. effectiveness of interactive and immersive technologies specific to AR [18,20]. The PEEM matrix is based on psychological components, psychological flow theory, narrative transportation theory, and several neurological concepts in order to evaluate the engagement, immersion and PEEM includes a decision-tree that help in determining which matrix to apply: one that focuses on taskbased experiences or one that focuses on narrative-based experiences [19].…”
Section: Evaluation Methodsmentioning
confidence: 99%