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An Augmented Reality Update of a Classic Game: “Where in the World is Carmen Sandiego?”, Case Study
4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022 ; 13334 LNCS:569-585, 2022.
Article in English | Scopus | ID: covidwho-1919641
ABSTRACT
37 years after its original launch, it is proposed a study comparing the Augmented Reality (AR) prototype of the game “Where in the World is Carmen Sandiego?” with this classic edutainment game. The main goal of the experiment is to determine if there is a significant difference between the 13th mission (last level) of the game, and it was done with a sample of 20 individuals aged between 5 and 7 years. The results could be a promising future for both, gaming and education areas. The author used 3 investigation tools to reach the answer Perceived Understanding, Perceived Usability and a version of the PSSUQ (Post-Study System Usability Questionnaire). A big constraint for this study was the COVID-19 pandemic that the world is living at the time it was completed, however, the use of technology played a big role to make it possible. © 2022, The Author(s), under exclusive license to Springer Nature Switzerland AG.
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Full text: Available Collection: Databases of international organizations Database: Scopus Type of study: Case report Language: English Journal: 4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Year: 2022 Document Type: Article

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Full text: Available Collection: Databases of international organizations Database: Scopus Type of study: Case report Language: English Journal: 4th International Conference on HCI in Games, HCI in Games 2022 Held as Part of the 24th HCI International Conference, HCII 2022 Year: 2022 Document Type: Article