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Guidelines for designing augmented reality games

 
: Wetzel, R.; McCall, R.; Braun, A.-K.

:
Preprint urn:nbn:de:0011-n-873011 (418 KByte PDF)
MD5 Fingerprint: 3700ea79995331d7836c3be3f5b55f63
Copyright Association for Computing Machinery (ACM)
Created on: 20.1.2009


Association for Computing Machinery -ACM-:
Conference on Future Play 2008. Proceedings : The International Academic Conference on the Future of Game Design and Technology, November 3-5, 2008, Toronto, Ontario
New York: ACM, 2008
ISBN: 978-1-60558-218-4
pp.173-180
International Academic Conference on the Future of Game Design and Technology (Future Play) <2008, Toronto>
English
Conference Paper, Electronic Publication
Fraunhofer FIT ()
augmented reality; game design; augmented reality game; game design guideline

Abstract
The growing popularity of augmented reality (AR) games in both a research and more recently commercial context has led for a need to take a closer look at design related issues which impact on player experience. While issues relating to this area have been considered, to date most of the emphasis has been on the technology aspects. Furthermore it is almost always assumed that the augmented reality element in itself will provide a sufficient experience for the player. This has led to a need to evaluate what makes a successful augmented reality game. In this paper we present a set of design guidelines which are drawn from experiences of three mixed reality games. The guidelines provide specific guidance on relationships between real and virtual space, social interaction, use of AR technologies, maintaining consistent themes and implicitly address higher level aspects such as presence within a particular augmented reality place.

: http://publica.fraunhofer.de/documents/N-87301.html