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The Impact of Social Environment and Interaction Focus on User Experience and Social Acceptability in an Augmented Reality Game


Core Concepts
Social environment and interaction focus significantly impact the social acceptability and social presence dimensions of user experience in a location-based augmented reality game.
Abstract
The study explored the impact of social environment (crowded vs. uncrowded) and social interaction focus (focused vs. unfocused) on user experience and social acceptability in a location-based augmented reality game. Key findings: Social environment had a significant effect on social acceptability, with users reporting higher social acceptability in the uncrowded environment. Social interaction focus had a significant effect on various social presence dimensions, with users reporting higher overall social presence, perceived psychological engagement, attentional engagement, and emotional contagion in the unfocused interaction conditions compared to the focused interaction conditions. User experience was not significantly affected by the social environment or interaction focus, though descriptive statistics suggested a preference for the uncrowded environment and focused interaction. Qualitative feedback indicated that users enjoyed the game and saw potential for it in various social and educational settings, with suggestions for improvements to the game mechanics and design. The results suggest that social context and interaction dynamics should be carefully considered when designing immersive technological experiences involving social interactions in public spaces.
Stats
The Uncrowded environment conditions (U0: M= 2.46, SD= 0.93; U1: M= 2.60, SD= 0.88) had significantly higher average Social Acceptability scores compared to the Crowded environment conditions (C0: M= 2.20, SD= 1.21; C1: M= 2.10, SD= 1.39). The Unfocused Interaction conditions had significantly higher average scores for: Overall Social Presence (U0: M= 0.10, SD= 0.90; C0: M=0.01, SD= 0.95) compared to Focused Interaction (U1: M=-0.53, SD = 0.84; C1: M= -0.65, SD= 0.97). Perceived Psychological Engagement (U0: M= 0.11, SD= 0.84; C0: M=0.01, SD= 0.96) compared to Focused Interaction (U1: M=-0.53, SD= 0.86; C1: M= -0.68, SD= 1.03). Perceived Attentional Engagement (U0: M= 0.57, SD= 0.77; C0: M=0.26, SD= 1.14) compared to Focused Interaction (U1: M=-0.50, SD= 1.07; C1: M= -0.86, SD= 1.13). Perceived Emotional Contagion (U0: M= 0.02, SD = 1.31; C0: M=0.15, SD= 1.41) compared to Focused Interaction (U1: M=-0.63, SD= 1.24; C1: M= -0.67, SD= 1.27).
Quotes
"It's hard to imagine a clearer way to connect gamer and game." "The game could be used for children's events like birthdays or scavenger hunts organized by the school." "The game could be used in company events to improve teamwork skills." "The game could be used in touristic scenarios to find hidden spots or landmarks brought there by riddles."

Deeper Inquiries

How might the design of the augmented reality game be further improved to enhance the user experience and social acceptability across different social environments and interaction dynamics?

To enhance the user experience and social acceptability of the augmented reality game across various social environments and interaction dynamics, several design improvements can be considered: Customizable Settings: Implementing customizable settings within the game that allow users to adjust the level of social interaction based on their preferences. This could include options for solo play, team play, or a mix of both, catering to different user preferences. Dynamic Difficulty Levels: Introducing dynamic difficulty levels that adapt based on the social environment and interaction focus. This can ensure that the game remains engaging and challenging for users across different settings. Inclusive Gameplay: Designing inclusive gameplay mechanics that encourage collaboration and communication among players, regardless of the social environment. This can foster a sense of community and teamwork, enhancing the social aspect of the game. Real-time Feedback: Providing real-time feedback to users on their social interactions and performance within the game. This can help users understand how their actions impact the overall experience and encourage positive social behaviors. Accessibility Features: Incorporating accessibility features to ensure that the game is inclusive and enjoyable for all users, regardless of their abilities or background. This can enhance the social acceptability of the game by making it accessible to a wider audience. Gamification Elements: Integrating gamification elements such as rewards, leaderboards, and achievements to incentivize positive social interactions and engagement. This can make the game more interactive and enjoyable for users in different social settings. By implementing these design improvements, the augmented reality game can offer a more immersive, engaging, and socially acceptable experience for users across diverse social environments and interaction dynamics.

How could the findings from this study be applied to the design of other types of immersive technologies, such as virtual reality or mixed reality experiences, to better support social interactions in public spaces?

The findings from this study can be applied to the design of other immersive technologies, such as virtual reality (VR) or mixed reality (MR) experiences, to enhance social interactions in public spaces in the following ways: Social Presence Design: Incorporating features that enhance social presence in VR or MR experiences, such as avatars, voice chat, and interactive gestures. This can create a sense of co-presence and connectedness among users in virtual environments. Contextual Adaptation: Designing experiences that adapt to the social context and interaction dynamics, similar to the study's focus on social environments and interaction focus. This can ensure that the technology supports varied social interactions based on the users' preferences and the environment. Collaborative Gameplay: Creating collaborative gameplay mechanics that encourage teamwork, communication, and shared goals among users in VR or MR experiences. This can foster social interactions and engagement in public spaces, promoting a sense of community. User Feedback Mechanisms: Implementing user feedback mechanisms to provide insights into social interactions and user experiences within the immersive technologies. This feedback can help designers optimize the experience for better social acceptability and engagement. Accessibility and Inclusivity: Prioritizing accessibility and inclusivity in the design of VR or MR experiences to ensure that all users can participate in social interactions comfortably. This can involve features like customizable settings, assistive technologies, and diverse representation in the virtual environment. By applying the study's findings to the design of VR or MR experiences, designers can create immersive technologies that effectively support social interactions in public spaces, fostering meaningful connections and engaging experiences for users.

What other contextual factors, beyond social environment and interaction focus, might influence the user experience and social acceptability of location-based augmented reality games?

In addition to social environment and interaction focus, several other contextual factors can influence the user experience and social acceptability of location-based augmented reality games: Cultural Norms: Cultural norms and values can impact how users perceive and engage with augmented reality games in public spaces. Designers need to consider cultural sensitivities and preferences to ensure the game is socially acceptable across diverse cultural backgrounds. Physical Environment: The physical characteristics of the environment, such as lighting, noise levels, and accessibility, can affect the user experience. Designing the game to adapt to different physical environments can enhance user comfort and engagement. Community Dynamics: The existing community dynamics in a specific location can influence how users interact with the game and each other. Understanding the social dynamics of the community can help designers create experiences that resonate with the local population. Privacy Concerns: Users' concerns about privacy and data security in public spaces can impact their willingness to engage with location-based augmented reality games. Implementing privacy features and transparent data practices can address these concerns and enhance social acceptability. Technological Infrastructure: The availability of reliable network connections, GPS accuracy, and device compatibility can affect the usability and overall experience of location-based AR games. Ensuring a robust technological infrastructure is essential for a seamless user experience. Considering these additional contextual factors alongside social environment and interaction focus can help designers create location-based augmented reality games that are engaging, socially acceptable, and tailored to the specific needs and preferences of users in diverse settings.
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