A Player Engagement Model for an Augmented Reality Game: a Case of Pokémon Go

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A Player Engagement Model for an Augmented Reality Game: a Case of Pokémon Go A player engagement model for an augmented reality game: a case of Pokémon Go Author Pyae, Aung, Potter, Leigh Ellen Published 2016 Conference Title PROCEEDINGS OF THE 28TH AUSTRALIAN COMPUTER-HUMAN INTERACTION CONFERENCE (OZCHI 2016) Version Accepted Manuscript (AM) DOI https://doi.org/10.1145/3010915.3010960 Copyright Statement © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer-Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. Downloaded from http://hdl.handle.net/10072/124170 Griffith Research Online https://research-repository.griffith.edu.au © ACM, 2016. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 28th Australian Conference on Computer- Human Interaction, ISBN: 978-1-4503-4618-4, DOI: 10.1145/3010915.3010960. A Player Engagement Model for an Augmented Reality Game: A Case of Pokémon Go Aung Pyae Leigh Ellen Potter Griffith University Griffith University 170 Kessels Rd, Nathan, QLD, Australia 170 Kessels Rd, Nathan, QLD, Australia [email protected] [email protected] ABSTRACT game industry (Molla and Lepetit, 2010). There are a In this paper, we discuss players’ engagement in playing number of well-received commercial AR games such as Augmented Reality (AR) games. We present four Niantic’s Ingress, Zombies, Run!, Microsoft HoloLens concepts in playing AR games including: ‘Player’, ‘Play’, games, and Nintendo’s 3DS games. ‘Presence’, and ‘Place’. We discuss each concept based on the individual user scenario using a case study of Recently, Niantic released an AR-based mobile game Pokémon Go. Based on these concepts, we propose an called ‘Pokémon Go’, which has gone viral, attracting engagement model for players in playing an AR game, more than 20 million users worldwide (Yu, 2016). To followed by research questions formulated by this study. date, Pokémon Go is the biggest mobile game in the We also highlight safety issues for AR game players such United States, being played by 21 million active users as Pokémon Go in the real-world. Then, we formulate a daily (Kain, 2016). AR games have been around for more research question about players’ safety in playing this than a decade, and Pokémon Go has become a global game. In our future work, we will conduct a user study to phenomenon (Hoang and Baker, 2016). The phenomenal investigate the usability, user experience, and safety for success of Pokémon Go has shown the potential of AR players to play AR games in both real and virtual worlds. technology for the game industry today (Yamazaki and Wagstaff, 2016). Author Keywords Augmented Reality, Game engagement, HCI. Since Pokémon Go game was released worldwide, it has received mixed reactions from players. Some players ACM Classification Keywords claim that the effects of Pokémon Go on players are H5.m. Information interfaces and presentation (e.g., positive. For instance, players can have health benefits HCI): Miscellaneous. from the gameplay in terms of physical and cognitive INTRODUCTION well-being (Texas A&M University, 2016). It can also Augmented Reality (AR) is a technology that combines improve the social communication among players. The real and virtual reality, enriching user’s interaction Pokémon Go game has brought opportunities for people experiences with a real-world environment through to engage with another while human interaction is graphical object overlays. AR uses real-world becoming scarce (The Project for Public Spaces, 2016). environments and enhances them by blending with virtual It has the potential to help people with social anxiety and objects (Wetzel et al., 2008). As a result, users experience depression (Fernando, 2016). the illusion of a combination of real and virtual However, some people claim that players are likely to get environments. AR has unique and promising potential to injuries, and encounter accidents while they are playing bridge the gap between real-world activities and virtual the Pokémon Go game (Tsukayama, 2016). There have experiences, allowing users to engage their imagination, been some unforeseen physical accidents while playing it. and enhance their creativity (Zünd et al., 2015). For instance, unless players are aware of their physical In recent years, AR has been used in many applications environment, they can get injured while they are playing including entertainment, education, and the military. AR the game (Tuttle, 2016). The game has the potential to has become an emerging technology in the game industry, lead players into restricted and harmful areas such as and game companies take advantage of its technical military campuses, construction sites, and private houses. advancements in their game products (Kipper and A player’s engagement between the real-world and virtual Rampolla, 2012). AR has an important potential for the environments should be balanced in playing the Pokémon Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are Go game so that a player can avoid physical accidents not made or distributed for profit or commercial advantage and that and injuries in the real-world. The literature shows that copies bear this notice and the full citation on the first page. Copyrights there is a limited research in the area of players’ for components of this work owned by others than ACM must be engagement in AR gameplay in which players need to be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior engaged in both the real-world and virtual environments. specific permission and/or a fee. Request permissions from Furthermore, there are a limited number of studies [email protected]. regarding players’ safety in playing an AR game in which OzCHI '16, November 29-December 02, 2016, Launceston, TAS, they need to physical move around in the real-world Australia © 2016 ACM. ISBN 978-1-4503-4618-4/16/11…$15.00 while playing it. Therefore, in this study, we are DOI: http://dx.doi.org/10.1145/3010915.3010960 interested in exploring aspects of AR gameplay using the Pokémon Go game as an example, highlighting players’ engagement between the real-world and virtual environments as well as players’ safety in the real-world environments. To understand players’ engagement in an AR gameplay, we created four user scenarios: ‘Player’, ‘Play’, ‘Presence’, and ‘Place’ using a case study of Pokémon Go game. Each scenario highlights how a player plays and engages in both the real-world and virtual environments while he or she is playing the Pokémon Go game. Based on these user scenarios, we propose an Figure 1. The Pokémon Go game. engagement model for players in playing an AR game. Then, we formulate research questions about players’ RELATED STUDIES engagement and safety in playing the Pokémon Go game. In this section, we review related studies about AR-based The main objectives of this study are: games. The AR technology was employed on mobile devices to enhance real-world creative activities, support • To understand players’ engagement in both the real education, and open new interaction possibilities for users and virtual environments of the Pokémon Go game, (Zünd et al., 2015). The researchers designed and • To highlight the importance of players’ safety in developed an AR-based game called ‘City-Wide gaming’, playing this game, and which encourages players to play and explore the city by • To formulate research questions about players’ solving puzzles related to historical sites and famous engagement and safety to play this game. locations (Zünd et al., 2015). This game enabled developers to be more creative in developing AR games. BACKGROUND Furthermore, it provides students with a playful AR game Pokémon Go is a location-based AR mobile game that tool to explore the city in the real-world. encourages players to play and travel simultaneously between real-world and virtual environments (Pokémon An AR outdoor game called ‘TimeWrap’ was designed Go, 2016). It uses real-world locations for players to and developed by a research group in Germany, and it navigate and explore in order to play the game. In this was played in the city of Cologne, Germany (Wetzel et game, players go outdoors to search the virtual characters al., 2008). In this game, a player is equipped with an AR called ‘Pokémon’. Game levels increase as a player system including a head-mounted display (HMD), a succeeds in capturing more characters. The players need laptop, a GPS sensor, and a PDA with an interactive map to go around as many places as possible to capture more to provide the player with information about current virtual monsters and earn more game points. locations and game status. This game also encourages players to play and explore in real-world. Unlike conventional mobile games, player’s physical movement is largely involved in Pokémon Go’s In commercial games, the Pokémon Go precursor gameplay. Players need to use real-world locations ‘Ingress’ is a popular mobile-based AR game, with 7 displayed by the game to search information about the million players worldwide in 2015 (Sam, 2015). It is a locations of Pokémon. For instance, there is a higher location-based AR game in which players are encouraged chance for players to find Pokémon at locations such as to go outdoors and explore the real-world to play the parks, historical monuments, and other landmarks. In game. This game is also considered as a location-based addition, players need to look for PokéStops and Gyms in exergame in which players’ physical movement is largely the real-world to collect more game points.
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