A Case Study of Augmented Reality Serious Games

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 g...

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Main Authors: Liarokapis, F., de Freitas, Sara
Format: Book Chapter
Published: IGI Global 2009
Online Access:http://hdl.handle.net/20.500.11937/25226
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author Liarokapis, F.
de Freitas, Sara
author_facet Liarokapis, F.
de Freitas, Sara
author_sort Liarokapis, F.
building Curtin Institutional Repository
collection Online Access
description 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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institution Curtin University Malaysia
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publishDate 2009
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spelling curtin-20.500.11937-252262017-01-30T12:47:22Z A Case Study of Augmented Reality Serious Games Liarokapis, F. de Freitas, Sara 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. 2009 Book Chapter http://hdl.handle.net/20.500.11937/25226 IGI Global restricted
spellingShingle Liarokapis, F.
de Freitas, Sara
A Case Study of Augmented Reality Serious Games
title A Case Study of Augmented Reality Serious Games
title_full A Case Study of Augmented Reality Serious Games
title_fullStr A Case Study of Augmented Reality Serious Games
title_full_unstemmed A Case Study of Augmented Reality Serious Games
title_short A Case Study of Augmented Reality Serious Games
title_sort case study of augmented reality serious games
url http://hdl.handle.net/20.500.11937/25226