Environmental visualization and exploration in mobile augmented reality games: redefining the spatial affordances

While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spati...

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Detalles Bibliográficos
Autores: Fernández Ruiz, Marta|||0000-0002-3004-3242, Ruiz Torres, David, Puente Bienvenido, Héctor
Tipo de recurso: artículo
Fecha de publicación:2023
País:España
Institución:Universitat Politècnica de Catalunya (UPC)
Repositorio:UPCommons. Portal del coneixement obert de la UPC
Idioma:español
OAI Identifier:oai:upcommons.upc.edu:2117/426973
Acceso en línea:https://hdl.handle.net/2117/426973
https://dx.doi.org/10.55612/s-5002-056-004
Access Level:acceso abierto
Palabra clave:Mobile augmented reality
Game studies
Spatial affordance
Visualization
6DoF
Gameplay experience
Àrees temàtiques de la UPC::So, imatge i multimèdia::Creació multimèdia::Disseny de videojocs
Descripción
Sumario:While spatiality in desktop and console interface video games has been widely studied, not many approaches have been made in the context of mobile augmented reality (MAR), an environment from which popular games such as Pokemon Go have emerged. On the one hand, this paper retakes the notion of spatial affordance that Janet Murray introduced for digital environments and proposes a reinterpretation of the concept throughout the integration of the MAR features. On the other, it seeks to approach the impact that these characteristics have on the gameplay experience. For this purpose, 46 mobile augmented reality video games of different genres were analyzed. The study reveals that augmented reality is still a superfluous element rather than a central aspect of the gameplay in most MAR video games, although trends involving new hybrid game experiences have been observed. Finally, we propose a tool for classifying MAR video games according to two axes that assess up to what extent physical space is integrated into the gameplay: gameworld spaces (representational layer) and gameplay spaces (interactive layer, interaction with the game rules and mechanics).