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    A Case Study of Augmented Reality Serious Games

    Access Status
    Fulltext not available
    Authors
    Liarokapis, F.
    de Freitas, Sara
    Date
    2009
    Type
    Book Chapter
    
    Metadata
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    Citation
    Liarokapis, F. and de Freitas, S. 2009. A Case Study of Augmented Reality Serious Games. In Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native, 178-191. USA: IGI Global.
    Source Title
    Looking Toward the Future of Technology-Enhanced Education: Ubiquitous Learning and the Digital Native
    ISBN
    9781615206780
    URI
    http://hdl.handle.net/20.500.11937/25226
    Collection
    • Curtin Research Publications
    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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