“…Audio is used at various points throughout the game either to provide narrative or instructions, or to indicate proximity to a game element. TimeWarp used a triangulation approach to collecting data based on a modified version MEC spatial presence questionnaire (Vorderer et al, 2004), the place probe (Benyon, Smyth, O'Neill, McCall, & Carrol, 2006) in combination with a direct observation approach from the IPerG project, limited video analysis and postexperience interviews. The main objectives were to explore where people felt present during the experience, whether more in the real or more in the virtual elements, and which aspects gave rise to these changes.…”