The emergence of Augmented Reality location-based games (AR LBGs) such as Pokémon Go extended digital game places from cyberspace to hybrid space, influencing how people interact with the physical world. As such, AR LBGs interplay with many aspects of human life beyond gaming and entertainment, such as education, health, economy, and tourism. To this end, the area of AR LBGs raised attention among the HCI community. More importantly, AR LBGs have been considered a prototype of the hypothetical metaverse term. However, limited work has touched on the roadmap for evolving the AR LBGs to the metaverse. Based on extant literature, this chapter discusses (1) AR LBGs as proto-metaverse applications in broader contexts beyond gaming, (2) the gaps between the AR LBGs and the metaverse, and (3) challenges and possibilities we may face from AR LBGs entering the metaverse. Our discussion demonstrates that researching AR LBGs in a metaverse context would benefit both the game field and the broader HCI literature. Finally, we suggest that future research should further focus on the user experience aspects in the metaverse field.

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AR Location-Based Games: One Step Closer to the Real-World Metaverse

  • Jiangnan Xu,
  • Konstantinos Papangelis,
  • Garreth W. Tigwell

摘要

The emergence of Augmented Reality location-based games (AR LBGs) such as Pokémon Go extended digital game places from cyberspace to hybrid space, influencing how people interact with the physical world. As such, AR LBGs interplay with many aspects of human life beyond gaming and entertainment, such as education, health, economy, and tourism. To this end, the area of AR LBGs raised attention among the HCI community. More importantly, AR LBGs have been considered a prototype of the hypothetical metaverse term. However, limited work has touched on the roadmap for evolving the AR LBGs to the metaverse. Based on extant literature, this chapter discusses (1) AR LBGs as proto-metaverse applications in broader contexts beyond gaming, (2) the gaps between the AR LBGs and the metaverse, and (3) challenges and possibilities we may face from AR LBGs entering the metaverse. Our discussion demonstrates that researching AR LBGs in a metaverse context would benefit both the game field and the broader HCI literature. Finally, we suggest that future research should further focus on the user experience aspects in the metaverse field.