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74 ................................................................................................................................ 75 .................................................................................................................................... 76 ............................................................................................................................................. 76 8 From ancient civilizations, to tabletop to virtual experiences, games have by now claimed a big place in the entertainment industry. As the medium grew, the creators saw other possible directions for their products, some of which were in the service of our everyday life. Games have been used to communicate social messages (2K, 2007-2013), enhance cognitive performance (Nintendo, 2009) and provide insights in situations where the player may not be familiar with (Ninja Theory, 2017). Of course, as the years pass, the technology allows the developers of such software to interact with the real world in new and unique ways. Thanks to developments in the Augmented Reality Space (AR), developers can now create interactive works where inputs such as real-world location of players, body position and orientation can easily be used in the system as inputs. This allows for more complex ways to interact with the products and provides the developers with the ability to add more depth to their creations. The concept of Augmented Reality is not something new, in fact notions of the idea were already displayed from the 80’s or even earlier in popular movies and works of art of the time such as “Blade Runner”, but it is only now that the advancement of technological means has allowed for further research and development of applications available to the larger population. Following the same path as older games (arcades), Augmented Reality Games (ARGs) focus on the interaction between the media and the player, their presence inside a mixed reality world. However further progress on other components of games, are mostly left for the future. Concepts like game feel, flow, difficulty, narrative and immersion- while not always the main selling point of a game- need to be incorporated into the game for the experience to be enjoyable. Thus, since creators have already advanced in matters of interactivity in ARGs, it is time to include more of those concepts that games in other media encompass, to progress even further. Since the creators of AR experiences have advanced in the matter of interactivity, it is time to expand towards fields that enrich the “game experience”. In games it is common practice to use a story to improve the overall experience because, by adding meaning to an activity that is meant to entertain, gives further motive for play. In fact, there are cases of games whose narrative is the main motivation for gameplay (Naughty Dog, 2016). Of course, this is not always the case as we see from significant successes such as “Tetris”, “PacMan” and other games in both the analog and virtual space. Due to the medium’s interactive nature, experiences evoked by them are more “lifelike” compared to traditional media in the sense that because the player is the actor and not just a witness, they get to experience first-hand the plot. In movies there is the “show don’t tell” principle, the same principle in games is translated to “do, don’t show” (Lee, 2013). The situations portrayed in these virtual worlds feel closer to reality and the way humans act in real life, since interactivity enhances the inherent interest of the player and thus has a greater impact on player mentality. Humans understand their experiences as stories. To include narrative in an interactive experience, is to add a framework where contextual cause and effect actions are available, and this is the reason we need to embrace it in our games. Including narrative to games can result in creating vivid meaningful experiences inside a playful and entertaining context. ARGs have not yet fully implemented principles of storytelling into their systems as it is witnessed by the most popular application of the genre “Pokémon GO”, “Woorld”, “Ingress”. 9 There have been efforts towards narrative rich experiences in ARGs such as “Spirit Camera: The cursed Memoir” for Nintendo 3DS but there are no other examples that come even close to the respective genre “RPG” of PC and Console platforms. Even in this game while it is a narrative driven experience, the narrative design which implemented the story didn’t fully embrace the affordances of AR and only used AR elements such as scanning of images and using an image of the player’s face as a mechanic. Other than that, the