Guidelines for designing augmented reality games

  • Authors:
  • Richard Wetzel;Rod McCall;Anne-Kathrin Braun;Wolfgang Broll

  • Affiliations:
  • Schloss Birlinghoven, Sankt Augustin - Germany;Schloss Birlinghoven, Sankt Augustin - Germany;Schloss Birlinghoven, Sankt Augustin - Germany;Schloss Birlinghoven, Sankt Augustin - Germany

  • Venue:
  • Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
  • Year:
  • 2008

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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.