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A Case Study of Augmented Reality Serious Games

A Case Study of Augmented Reality Serious Games
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Author(s): Fotis Liarokapis (Coventry University, UK)and Sara de Freitas (Coventry University, UK)
Copyright: 2010
Pages: 14
Source title: Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native
Source Author(s)/Editor(s): Martin Ebner (Graz University of Technology, Austria)and Mandy Schiefner (University of Zurich, Switzerland)
DOI: 10.4018/978-1-61520-678-0.ch010

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Abstract

The study introduced in this paper examines some of the issues involved in the design and implementation of serious games that make use of tangible AR environments. Our motivation is to understand how augmented reality serious games (ARSG) can be applied to some very difficult problems in the real gaming world. Emphasis is given on the interface and the interactions between the players and the serious games themselves. In particular, two case studies are presented, ARPuzzle and ARBreakout. Results from both case studies indicate that AR gaming has the potential of revolutionizing the way that current games are played and used as well as that it can help educate players while playing.

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