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Developing a conceptual model of user
engagement for mobile-based augmented reality
games
Article · December 2015
DOI: 10.11113/jt.v77.6804
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77:29 (2015) 9–13 | www.jurnalteknologi.utm.my | eISSN 2180–3722 |
Jurnal
Teknologi
Full Paper
DEVELOPING A CONCEPTUAL MODEL OF USER
ENGAGEMENT FOR MOBILE-BASED AUGMENTED
REALITY GAMES
Dendi Permadi, Ahmad Rafi*
Faculty of Creative Multimedia, Multimedia University Cyberjaya,
63100 Malaysia
Article history
Received
1 July 2015
Received in revised form
3 September 2015
Accepted
11 October 2015
*Corresponding author
rafi@mmu.edu.my
Graphical abstract Abstract
This paper suggested a conceptual model of user engagement for mobile based
augmented reality (AR) games. Literature revealed the importance of user engagement
for defining a successful technology application such as game. However, user
engagement in particular is still not clearly studied for the mobile augmented reality games
area. This paper critically reviewed the relations of user engagement elements in the
mobile augmented reality game and guidelines that related to engagement for such type
of games. It then recommended eight attributes of user engagement conceptual model
for mobile based augmented reality games that can be used by game designer to design
engaging mobile AR games for the industry and future AR engagement research.
Keywords: Augmented reality, mobile game, user engagement
Abstrak
Kertas ini mencadangkan satu model konsep penglibatan pengguna untuk mudah alih
berasaskan realiti diperkukuhkan (AR) permainan. Kesusasteraan mendedahkan
kepentingan penglibatan pengguna untuk menentukan aplikasi teknologi yang berjaya
seperti permainan. Walau bagaimanapun, penglibatan pengguna khususnya masih tidak
dikaji dengan jelas bagi kawasan permainan realiti tambahan mudah alih. Kertas kerja ini
dikaji semula secara kritikal hubungan unsur-unsur penglibatan pengguna dalam mudah
alih diperkukuhkan permainan realiti dan garis panduan yang berkaitan dengan
penglibatan untuk apa-apa jenis permainan. Ia kemudian disyorkan lapan sifat-sifat
penglibatan pengguna model konseptual untuk mudah alih berasaskan permainan realiti
tambahan yang boleh digunakan oleh pereka permainan untuk mereka bentuk
melibatkan diri permainan AR mudah alih untuk industri dan penyelidikan penglibatan AR
masa depan.
Kata kunci: Realiti diperkukuhkan, permainan mudah alih, penglibatan pengguna
© 2015 Penerbit UTM Press. All rights reserved
1.0 INTRODUCTION
Augmented reality (AR) is defined as a technology
whereby computer generated information and input is
blended into our real environment view via the
camera live feed in real-time [1]. Highlighted by [2]
mobile AR especially should receive more attention as
its progress is remarkable and potentially have millions
of users. However, they stated there are still difficulties
remained thus no killer AR apps appear. Pucihar and
Coulton [3] addressed the challenge in designing user
experience for evaluating future AR applications.
According to [4] designing AR game is a challenging
task and required to look at the perspective of how to
create lasting player experiences. They highlighted
that it must encompass all traditional aspects,
10 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13
particularly on how to combine elements from
classical games with the technology of AR to
enhancing player experience. There is still lack of study
in user engagement criteria that specifically
addressed for mobile AR game research to benefit
designer in the future [5]. Moreover, there are issues
along with design guideline to enhance engagement
for mobile AR games [3] [5]. Therefore, the present
study aims to propose a conceptual AR user
engagement model within the mobile game context
in order to fill the gap within AR user engagement
literature.
2.0 REVIEW
Chapman [7] stated that engagement is something
that attracts and holds our attention. Quesenbery [8]
also proposed engagement as a dimension of usability
that is influenced by the user’s first impression of the
application and enjoyment from using it. A more
detailed research identified by [9] discovered aspects
that lead to the engagement which are challenge,
fantasy, curiosity and control [10]. Similarly, [11]
conducted a study to define engagement as a quality
of user experience. They categorized engagement as
attributes of challenge, positive affect, aesthetic and
sensory appeal, feedback, attention, endurability,
interactivity, variety/novelty, and perceived user
control.
Mayes and Cotton [12] defined engagement as
how fun is involving and motivating a task in computer
games. Chen, Kolko, Cuddihy and Medina [13]
presented their model of engagement for digital
games where they stated three main factors that
determine engagement namely interest, attention
and immersion. Another work in engagement for video
games also developed by [14] which they
investigated and revised the existing work of user
engagement scale by [15] to fit user engagement in
video games based environment. Four factors that
determined user engagement scale specifically for
video games were identified i.e. focused attention,
perceived usability, aesthetics and satisfaction.
Rutledge and Neal [16] introduced the Positive
Engagement Evaluation Model (PEEM) to incorporate
holistic, qualitative experience in interactive and
mobile and augmented reality applications. They
presented the eight evaluation matrix to evaluate
engagement using the theoretical framework into a
series of evaluation prompts that may come from
either the developer or the user – i.e. goal, attention,
interaction, concentration, content, identity
collaboration and emotional outcome of satisfaction.
This matrix has been tested on AR application, and
compared with several AR applications such as e-
learning, e-business, e-government and AR game [5]
Additionally, [17] presented mixed fantasy triad that
identified virtual, real and imagination are three
content aspects in achieving mixed fantasy.
Imagination that blend with virtual and real content
will trigger player’s emotional which important in
engaging player.
Table 1 Summary of Related Models to Develop User Engagement Conceptual Model for Mobile-based AR Games
Element from the
models
Related to digital games Related to AR technology
UES for Video
Games
[14]
Characteristics
of good game
[10]
UE in Games
[13]
GameFlow
[19]
Mixed
Fantasy Triad
[17]
PEEM
[16]
Attention   
Goals  
Control  
Concentration  
Immersion  
Player skill 
Challenge   
Social Interaction  
Feedback 
Identity 
Perceived Usability 
Aesthetics 
Satisfaction  
Novelty 
Endurability 
Felt Involvement 
Fantasy  
Content  
Interaction 
Interest 
Curiosity 
11 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13
Many researchers have selected the flow theory to
define engagement [11] [7]. This theory suggested
that flow [20] as the state where user or person
become so engaged with and really focused on an
activity, then felt of lose track of time and
experiencing satisfaction as being totally absorbed,
well suited for game design and AR application [18].
Sweetser and Wyeth [19] for example considered this
theory as their basis of developing a new model
called GameFlow to identify eight elements of
enjoyment namely concentration, challenge, player
skill, control, clear goals, feedback, immersion, and
social interaction. This paper has evaluated six
related models with the elements of user
engagement as presented in Table 1.
3.0 RESULTS
The results of the study suggested eight factors that
are able to maximize the impact of user
engagement for AR mobile games development.
These are:
3.1 Clear Goals
According to [16], the process towards the goal is the
main source of the reward experience in achieving
optimal engagement for AR applications. Goals are
clearly as one of components should provide in
games. Additionally, [19] explained overriding and
intermediate goals would require players to continue
playing the games to find out the answers.
3.2 Satisfaction
As suggested by [14] that satisfaction in user
engagement as novelty, endurability and felt
involvement. Novelty is represented as the level of
interest and curiosity whereby trigger from something
unfamiliar or new. However, in mobile AR games,
novelty for engagement is not related to the novel
interaction of AR technology. As reported by [21] the
wow effect on the novelty of interaction in AR
technology only amazed the first time people when
see it, but it quickly regressed. In actual fact, curiosity
and novelty tend to be more mystery and
puzzlement thus triggered people for wanting to
learn more till they ensured to complete in
understanding it [9]. Endurability on the other hand,
pertained the concept of like hood to returns to the
application and future recommendation to other
users. It is explained as an overall user experience
evaluation in the form of successful, rewarding and
worthwhile. The third aspect, felt involvement
suggested the user to have a feeling of being
engaged with enjoyment in interaction process. In
the context of mobile user engagement, this aspect
may involve enjoyment, fun and relaxation, but
depend on the specific time and places [11].
3.3 Focused Attention
Focused attention is defined as the mental activity
for concentrating on only one stimulus attention and
ignoring all others [22]. This in fact will keep the user’s
attention in order to engage or immerse them in any
activity of AR applications [16] and is a component
of Flow [11]. The fidelity and presentation of the
game’s audio and graphics are affected the level of
engagement during playing video game. In this
context, the visual and audio need should be easier
to understand [23]. In addition to this, [19] suggested
that users be introduced a background story and
kept the attention by providing variety of mission and
feedback, high workload while still being appropriate
for players and not distracted game task.
3.4 Mixed Fantasy
In the mixed fantasy triad, it is important to balance
between both virtual and physical content.
Stapleton [17] suggested three different content to
be considered i.e. virtual, real and imagination
content. Other factors included the way to locate a
precise virtual 3D object in real environment setting
[6]. Unlike in the virtual world, objects in AR games
are immersed in the real worlds. Thus, it would be a
challenge to design seamless merge content
between virtual and physical world. Rutledge and
Neal [16] added that identity is crucial in this context
to engage user imagination via integration or
imaginative projection of user into experience.
3.5 Perceived Usability
According to [11], usability refers to the how
convenience and ease of use to everyday life
situations particularly for mobile technology.
Nylander, Lundquist, Brännström and Karlson [24]
found that participants were more comfortable in
doing simple activity such as reading on mobile
device, whereas computer is for a more complex
activity. A guideline in choosing marker tracking
effectively, ease of use and convenience has been
highlighted by [4] particularly sensor unreliability and
connectivity loss [25]. For instance, [3] stated that
marker-based tracking are not optimal for gaming,
as users have to obtain new marker and continually
carry the marker.
3.6 Challenge
Challenge motivates the player to continue play the
game by finishing all challenges provide inside game
such as surpassing opponents, reaching desired goal,
mastering skills and testing skills [19]. In this context,
games should be sufficiently challenging to match
the player’s skill level. The level of difficulty needs to
increase and vary through the game process in order
to maintain the player interest and keep appropriate
pace [19].
12 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13
3.7 Interaction
Interaction in AR is slightly different than other
technology for the users to interact with real physical
world. Good interaction design will create more
enjoyable feeling [25] [19] that significant for
engagement [4]. According to [26], mobile user
tends to play for negative reasons mainly due to
boredom, depression and escapism or killing time
[27].
3.8 Social
According to [16] the social element in game such as
multiplayer function, leader board, and social
network links are necessary include in order
engaging user in interactive mobile technology.
Persuasion power of social connection, competition
and collaboration in design decision for game are
affecting user to voluntary engage with other, it will
become motivation for future use and
recommendations to other. The importance
explained by other study that found unique social
interaction shown in same player’s behavior for both
normal real face to face conversations and in the
collaboration augmented reality application [28].
The proposed user engagement model for mobile-
based AR game is presented in Figure 1.
Figure 1 Proposed Conceptual User Engagement Model for Mobile-based AR Game
4.0 CONCLUSION
There were eight attributes have been examined
based on the existing model, studies and theories of
engagement as a basis to draw a conceptual model
of mobile based AR game. The analysis were
carefully studied the pattern of the models and
tailored it to suit this type of game for better
engagement of users’ experience. This research
finding should benefit both, industry and academic
by elaborating on the theoretical understanding of
the potential eight attributes that influence mobile
AR games user engagement. As for game designer,
this research revealed that there are various avenues
that should be explored in order to ensure an
engaging experience in designing mobile AR games.
Further, this conceptual model can also be extended
to other AR-related application. The researchers are
currently developing other studies in order to
evaluate the capability of AR in enhancing the users’
imagination in real physical world.
13 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13
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  • 1. See discussions, stats, and author profiles for this publication at: https://www.researchgate.net/publication/287798915 Developing a conceptual model of user engagement for mobile-based augmented reality games Article · December 2015 DOI: 10.11113/jt.v77.6804 CITATIONS 3 READS 316 2 authors: Some of the authors of this publication are also working on these related projects: spatial abilities View project Architecture and 3D CityModels View project Dendi Permadi Multimedia University 3 PUBLICATIONS 6 CITATIONS SEE PROFILE Ahmad Rafi Multimedia University 64 PUBLICATIONS 353 CITATIONS SEE PROFILE All content following this page was uploaded by Dendi Permadi on 23 December 2015. The user has requested enhancement of the downloaded file.
  • 2. 77:29 (2015) 9–13 | www.jurnalteknologi.utm.my | eISSN 2180–3722 | Jurnal Teknologi Full Paper DEVELOPING A CONCEPTUAL MODEL OF USER ENGAGEMENT FOR MOBILE-BASED AUGMENTED REALITY GAMES Dendi Permadi, Ahmad Rafi* Faculty of Creative Multimedia, Multimedia University Cyberjaya, 63100 Malaysia Article history Received 1 July 2015 Received in revised form 3 September 2015 Accepted 11 October 2015 *Corresponding author rafi@mmu.edu.my Graphical abstract Abstract This paper suggested a conceptual model of user engagement for mobile based augmented reality (AR) games. Literature revealed the importance of user engagement for defining a successful technology application such as game. However, user engagement in particular is still not clearly studied for the mobile augmented reality games area. This paper critically reviewed the relations of user engagement elements in the mobile augmented reality game and guidelines that related to engagement for such type of games. It then recommended eight attributes of user engagement conceptual model for mobile based augmented reality games that can be used by game designer to design engaging mobile AR games for the industry and future AR engagement research. Keywords: Augmented reality, mobile game, user engagement Abstrak Kertas ini mencadangkan satu model konsep penglibatan pengguna untuk mudah alih berasaskan realiti diperkukuhkan (AR) permainan. Kesusasteraan mendedahkan kepentingan penglibatan pengguna untuk menentukan aplikasi teknologi yang berjaya seperti permainan. Walau bagaimanapun, penglibatan pengguna khususnya masih tidak dikaji dengan jelas bagi kawasan permainan realiti tambahan mudah alih. Kertas kerja ini dikaji semula secara kritikal hubungan unsur-unsur penglibatan pengguna dalam mudah alih diperkukuhkan permainan realiti dan garis panduan yang berkaitan dengan penglibatan untuk apa-apa jenis permainan. Ia kemudian disyorkan lapan sifat-sifat penglibatan pengguna model konseptual untuk mudah alih berasaskan permainan realiti tambahan yang boleh digunakan oleh pereka permainan untuk mereka bentuk melibatkan diri permainan AR mudah alih untuk industri dan penyelidikan penglibatan AR masa depan. Kata kunci: Realiti diperkukuhkan, permainan mudah alih, penglibatan pengguna © 2015 Penerbit UTM Press. All rights reserved 1.0 INTRODUCTION Augmented reality (AR) is defined as a technology whereby computer generated information and input is blended into our real environment view via the camera live feed in real-time [1]. Highlighted by [2] mobile AR especially should receive more attention as its progress is remarkable and potentially have millions of users. However, they stated there are still difficulties remained thus no killer AR apps appear. Pucihar and Coulton [3] addressed the challenge in designing user experience for evaluating future AR applications. According to [4] designing AR game is a challenging task and required to look at the perspective of how to create lasting player experiences. They highlighted that it must encompass all traditional aspects,
  • 3. 10 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13 particularly on how to combine elements from classical games with the technology of AR to enhancing player experience. There is still lack of study in user engagement criteria that specifically addressed for mobile AR game research to benefit designer in the future [5]. Moreover, there are issues along with design guideline to enhance engagement for mobile AR games [3] [5]. Therefore, the present study aims to propose a conceptual AR user engagement model within the mobile game context in order to fill the gap within AR user engagement literature. 2.0 REVIEW Chapman [7] stated that engagement is something that attracts and holds our attention. Quesenbery [8] also proposed engagement as a dimension of usability that is influenced by the user’s first impression of the application and enjoyment from using it. A more detailed research identified by [9] discovered aspects that lead to the engagement which are challenge, fantasy, curiosity and control [10]. Similarly, [11] conducted a study to define engagement as a quality of user experience. They categorized engagement as attributes of challenge, positive affect, aesthetic and sensory appeal, feedback, attention, endurability, interactivity, variety/novelty, and perceived user control. Mayes and Cotton [12] defined engagement as how fun is involving and motivating a task in computer games. Chen, Kolko, Cuddihy and Medina [13] presented their model of engagement for digital games where they stated three main factors that determine engagement namely interest, attention and immersion. Another work in engagement for video games also developed by [14] which they investigated and revised the existing work of user engagement scale by [15] to fit user engagement in video games based environment. Four factors that determined user engagement scale specifically for video games were identified i.e. focused attention, perceived usability, aesthetics and satisfaction. Rutledge and Neal [16] introduced the Positive Engagement Evaluation Model (PEEM) to incorporate holistic, qualitative experience in interactive and mobile and augmented reality applications. They presented the eight evaluation matrix to evaluate engagement using the theoretical framework into a series of evaluation prompts that may come from either the developer or the user – i.e. goal, attention, interaction, concentration, content, identity collaboration and emotional outcome of satisfaction. This matrix has been tested on AR application, and compared with several AR applications such as e- learning, e-business, e-government and AR game [5] Additionally, [17] presented mixed fantasy triad that identified virtual, real and imagination are three content aspects in achieving mixed fantasy. Imagination that blend with virtual and real content will trigger player’s emotional which important in engaging player. Table 1 Summary of Related Models to Develop User Engagement Conceptual Model for Mobile-based AR Games Element from the models Related to digital games Related to AR technology UES for Video Games [14] Characteristics of good game [10] UE in Games [13] GameFlow [19] Mixed Fantasy Triad [17] PEEM [16] Attention    Goals   Control   Concentration   Immersion   Player skill  Challenge    Social Interaction   Feedback  Identity  Perceived Usability  Aesthetics  Satisfaction   Novelty  Endurability  Felt Involvement  Fantasy   Content   Interaction  Interest  Curiosity 
  • 4. 11 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13 Many researchers have selected the flow theory to define engagement [11] [7]. This theory suggested that flow [20] as the state where user or person become so engaged with and really focused on an activity, then felt of lose track of time and experiencing satisfaction as being totally absorbed, well suited for game design and AR application [18]. Sweetser and Wyeth [19] for example considered this theory as their basis of developing a new model called GameFlow to identify eight elements of enjoyment namely concentration, challenge, player skill, control, clear goals, feedback, immersion, and social interaction. This paper has evaluated six related models with the elements of user engagement as presented in Table 1. 3.0 RESULTS The results of the study suggested eight factors that are able to maximize the impact of user engagement for AR mobile games development. These are: 3.1 Clear Goals According to [16], the process towards the goal is the main source of the reward experience in achieving optimal engagement for AR applications. Goals are clearly as one of components should provide in games. Additionally, [19] explained overriding and intermediate goals would require players to continue playing the games to find out the answers. 3.2 Satisfaction As suggested by [14] that satisfaction in user engagement as novelty, endurability and felt involvement. Novelty is represented as the level of interest and curiosity whereby trigger from something unfamiliar or new. However, in mobile AR games, novelty for engagement is not related to the novel interaction of AR technology. As reported by [21] the wow effect on the novelty of interaction in AR technology only amazed the first time people when see it, but it quickly regressed. In actual fact, curiosity and novelty tend to be more mystery and puzzlement thus triggered people for wanting to learn more till they ensured to complete in understanding it [9]. Endurability on the other hand, pertained the concept of like hood to returns to the application and future recommendation to other users. It is explained as an overall user experience evaluation in the form of successful, rewarding and worthwhile. The third aspect, felt involvement suggested the user to have a feeling of being engaged with enjoyment in interaction process. In the context of mobile user engagement, this aspect may involve enjoyment, fun and relaxation, but depend on the specific time and places [11]. 3.3 Focused Attention Focused attention is defined as the mental activity for concentrating on only one stimulus attention and ignoring all others [22]. This in fact will keep the user’s attention in order to engage or immerse them in any activity of AR applications [16] and is a component of Flow [11]. The fidelity and presentation of the game’s audio and graphics are affected the level of engagement during playing video game. In this context, the visual and audio need should be easier to understand [23]. In addition to this, [19] suggested that users be introduced a background story and kept the attention by providing variety of mission and feedback, high workload while still being appropriate for players and not distracted game task. 3.4 Mixed Fantasy In the mixed fantasy triad, it is important to balance between both virtual and physical content. Stapleton [17] suggested three different content to be considered i.e. virtual, real and imagination content. Other factors included the way to locate a precise virtual 3D object in real environment setting [6]. Unlike in the virtual world, objects in AR games are immersed in the real worlds. Thus, it would be a challenge to design seamless merge content between virtual and physical world. Rutledge and Neal [16] added that identity is crucial in this context to engage user imagination via integration or imaginative projection of user into experience. 3.5 Perceived Usability According to [11], usability refers to the how convenience and ease of use to everyday life situations particularly for mobile technology. Nylander, Lundquist, Brännström and Karlson [24] found that participants were more comfortable in doing simple activity such as reading on mobile device, whereas computer is for a more complex activity. A guideline in choosing marker tracking effectively, ease of use and convenience has been highlighted by [4] particularly sensor unreliability and connectivity loss [25]. For instance, [3] stated that marker-based tracking are not optimal for gaming, as users have to obtain new marker and continually carry the marker. 3.6 Challenge Challenge motivates the player to continue play the game by finishing all challenges provide inside game such as surpassing opponents, reaching desired goal, mastering skills and testing skills [19]. In this context, games should be sufficiently challenging to match the player’s skill level. The level of difficulty needs to increase and vary through the game process in order to maintain the player interest and keep appropriate pace [19].
  • 5. 12 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13 3.7 Interaction Interaction in AR is slightly different than other technology for the users to interact with real physical world. Good interaction design will create more enjoyable feeling [25] [19] that significant for engagement [4]. According to [26], mobile user tends to play for negative reasons mainly due to boredom, depression and escapism or killing time [27]. 3.8 Social According to [16] the social element in game such as multiplayer function, leader board, and social network links are necessary include in order engaging user in interactive mobile technology. Persuasion power of social connection, competition and collaboration in design decision for game are affecting user to voluntary engage with other, it will become motivation for future use and recommendations to other. The importance explained by other study that found unique social interaction shown in same player’s behavior for both normal real face to face conversations and in the collaboration augmented reality application [28]. The proposed user engagement model for mobile- based AR game is presented in Figure 1. Figure 1 Proposed Conceptual User Engagement Model for Mobile-based AR Game 4.0 CONCLUSION There were eight attributes have been examined based on the existing model, studies and theories of engagement as a basis to draw a conceptual model of mobile based AR game. The analysis were carefully studied the pattern of the models and tailored it to suit this type of game for better engagement of users’ experience. This research finding should benefit both, industry and academic by elaborating on the theoretical understanding of the potential eight attributes that influence mobile AR games user engagement. As for game designer, this research revealed that there are various avenues that should be explored in order to ensure an engaging experience in designing mobile AR games. Further, this conceptual model can also be extended to other AR-related application. The researchers are currently developing other studies in order to evaluate the capability of AR in enhancing the users’ imagination in real physical world.
  • 6. 13 Dendi Permadi & Ahmad Rafi / Jurnal Teknologi (Sciences & Engineering) 77:29 (2015) 9–13 References [1] Schmalstieg, D., Langlotz, T. and Billinghurst, M. 2011. Augmented Reality 2.0. Springer Vienna. 13-37. [2] Zheng, R., Zhang, D. and Yang, G. 2015. Seam the Real with the Virtual: a Review of Augmented Reality. Information Technology and Mechatronics Engineering Conference. Atlantis Press. 7: 77-80. [3] Pucihar, K. Č. and Coulton, P. 2014. Exploring the Evolution of Mobile Augmented Reality for Future Entertainment Systems. Computers in Entertainment (CIE). 11(2): 1. [4] Wetzel, R., McCall, R., Braun, A. and Broll, W. 2008. Guidelines for Designing Augmented Reality Games. Proceedings of the 2008 Conference on Future Play: Research, Play, Share. Toronto, Ontario, Canada. [5] Enrique, L., Rutledge, P. and Neal, M. 2012. Assessing User Experience in Augmented Reality Applications Using the Positive Engagement Evaluation Model. 2012 IEEE International Conference on e-Learning, e- Business, Enterprise Information Systems, and e- Government. Las Vegas, NV. [6] Li, N. and Duh, H. B. L. 2013. Cognitive Issues in Mobile Augmented Reality: An Embodied Perspective. Human Factors in Augmented Reality Environments. Springer, New York. 109-135. [7] Chapman, P. 1997. Models of Engagement: Intrinsically Motivated Interaction with Multimedia Learning Software. MSc Thesis. University of Waterloo, Waterloo, Canada. [8] Quesenbery, W. 2003. Dimensions of usability. In Albers, M., Mazur, B. (eds.). Content and Complexity: Information Design in Technical Communications. 81-102. [9] Malone, T. 1980. What Makes Things Fun to Learn? A Study of Intrinsically Motivating Computer Games. Technical Report CIS-7. Palo Alto, CA: Xerox PARC. [10] Malone, T. and Lepper, M.R. 1987. Making Learning Fun: A Taxonomy of Intrinsic Motivations for Learning. In Snow. R.E., Farr M.J. (eds.). Aptitude Learning and Instruction: Vol III Cognitive and Affective Process Analysis. NJ: Lawrence Erlbaum, Hillsdale. 223-253. [11] O’Brien, H.L. and Toms, E.G. 2008. What is User Engagement? A Conceptual Framework for Defining User Engagement with Technology. Journal of the American Society for Information Science and Technology. 59(6): 938-955. [12] Mayes, D. K. and Cotton, J. E. 2001. Measuring Engagement in Video Games: A questionnaire. Proceedings of the Human Factors and Ergonomics Society 45th Annual Meeting. 692-696. [13] Chen, M., Kolko, B., Cuddihy, E. and Medina, E. 2005. Modeling and Measuring Engagement in Computer Games, Proceedings of Digital Games Research Conferences. Vancouver, Canada. [14] Wiebe, E.N, Lamb, A., Hardy, M. and Sharek, D. 2012. Measuring Engagement in Video Game-based Environments: Investigation of the User Engagement Scale. Journal of Computer in Human Behaviour. 32: 123- 132. [15] O’Brien, H.L. and Toms, E.G. 2010. The Development and Evaluation of A Survey to Measure User Engagement in e- commerce Environment. Journal of the Association for Information Science and Technology. 61(1): 50-69. [16] Rutledge, P. and Neal, M. 2012. Positive Engagement Evaluation Model for Interactive and Mobile Technologies. 2012 EEE International Conference on e-Learning, e- Business, Enterprise Information Systems, and e- Government. LasVegas, NV. [17] Stapleton, C. B., Hughes, C. E. and Moshell, J. M. 2003. Mixed Fantasy: Exhibition of Entertainment Research for Mixed Reality. International Symposium on Mixed and Augmented Reality. IEEE Computer Society. Tokyo, Japan, 354-355. [18] Neal, M. 2012. Creating and Maintaining a Psychological Flow State in Augmented Reality Applications. 2012 EEE International Conference on e-Learning, e-Business, Enterprise Information Systems, and e-Government. Las Vegas, NV. 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[25] Dixon, D., Kiani, S.L. and Ikram, A. 2010. Experiences with AR Plots: Design Issues and Recommendations for Augmented Reality Based Mobile Games. Communications in Mobile Computing. 2(1): 1-6. [26] Boyle, E. A., Connolly, T. M. and Hainey, T. 2011. The Role of Psychology in Understanding the Impact of Computer Games. Journal of Entertainment Computing. 2(2): 69-74. [27] Moore, K. and Rutter, J. 2004. Understanding Consumers-in Understanding of Mobile Entertainment. Proceedings of Mobile Entertainment: User-Centred Perspectives. 49-65. [28] Kiyokawa, K., Bilinghurs, M., Hayes, S.E., Gupta, A., Sannohe, Y. and Kato, H. 2002. Communication Behaviours of Co-located Users in Collaborative AR Interfaces. ISMAR’02: Proceedings of the International Symposium on Mixed and Augmented Reality. IEEE Computer Society. Washington DC, USA. 139. View publication stats View publication stats