Glemt passord?
Registrer deg


Vis alle (1251)


Vis alle(1251)


Bestill abonnement


Combining Think Aloud and Comic Strip Illustration in the Study of Augmented Reality Games

ForfattereTor Gjøsæter and Kristine Jørgensen
Generell lenke
RedaktørTerje Fallmyr
UtgiverAkademika forlag
Adresse utgiverTapir Akademisk Forlag Besøksadresse: Nardoveien 12 Postadresse: Postboks 2461 Sluppen 7005 Trondheim

Last ned (Gratis)


Advancement in handheld device capabilities and an increased feasibility of augmented reality (AR) technology has lead to an increase development and use of augmented reality games. In this paper we propose a practice for studying different types augmented reality games. The practice was developed through experimenting in pilot studies and testing the approach on two different games. One session was executed with three participants experiencing an AR game for the Playstation 3 while seven users underwent the process using a mobile AR game. The proposed approach apply the think aloud method in combination with careful and extensive video recording to enable illustration and analysis of interaction in a comic strip like format. A discussion of the weaknesses; strengths and potential pitfalls with our approach are presented to the readers. In conclusion we find that the specific qualities of AR games in general are opportune to be represented and analysed in this format and a checklist of steps to perform a similar study is presented to the reader.


Azuma, R. 1997. A survey of augmented reality. Presence-Teleoperators and Virtual Environments.

Bennerstedt, U., J. Ivarsson. 2010. Knowing the Way. Managing Epistemic Topologies in Virtual Game Worlds. Computer Supported Cooperative Work (CSCW) 19(2) 201–230.

Duncker, K. 1945. On problem-solving. Psychological Monographs 58(5) i–113.

Dünser, A., E. Hornecker. 2007. An Observational Study of Children Interacting with an Augmented Story Book. Edutainment\'07 Proceedings of the 2nd international conference on Technologies for elearning and digital entertainment. Berlin, Springer Berlin Heidelberg, 305–315.

Eisner, W. 1990. Comics & Sequential Art Expanded Edition. Poorhouse Press.

Ericsson, K. A., H. A. Simon. 1980. Verbal reports as data. Psychological review 87(3) 215–251.

Heath, C., J. Hindmarsh, P. Luff. 2010. Video in Qualitative Research (Introducing Qualitative Methods series). Sage Publications Ltd.

Hoonhout, J. 2008. Let the Game Tested do the Talking: Think Aloud and Interviewing to Learn about the Game Experience. Isbister, K., Schaffer, N. (eds.) Game Usability. Advancing the Player Experience. Burlington, MA, Morgan Kaufmann, 65-78

Ivarsson, J. 2010. Developing the construction sight: Architectural education and technological change. Visual Communication 9(2) 171–191.

Jørgensen, K. 2008. Researching Players to Understand the Game. The [Player] Conference Proceedings, ITU Copenhagen. Copenhagen, 197-219

Juul, J. 2010.. A Casual Revolution. Cambridge Mass, The MIT Press.

Jørgensen, K. 2011. Players as Coresearchers: Expert Player Perspective as an Aid to Understanding Games. Simulation & Gaming. 43(3) 374-390

Laitinen, S. 2008. Usability and Playability Expert Evaluation. Game Usability: Advice from the Experts for Advancing the Player Experience. Burlington, MA, Morgan Kaufmann, 91–111.

Liarokapis, F., L. Macan, G. Malone. 2009. Multimodal augmented reality tangible gaming. Vis Comput, 25 1109-1120

Liarokapis, F., L. Macan, G. Malone, G. Rebolledo-Mendez, S. de Freitas. 2009. A Pervasive Augmented Reality Serious Game. Conference in Games and Virtual Worlds for Serious Applications 148–155.

Murphy, K. M., J. Ivarsson. 2012. Embodied reasoning in architectural critique. Design Studies 1–25.

Newman, J. 2002. The Myth of the Ergodic Videogame. Game Studies. The international journal of computer game research 2(1).

Nielsen, J., T. Clemmensen, C. Yssing. 2002. Getting access to what goes on in people\'s heads?: reflections on the think-aloud technique. Proceedings of the second Nordic conference on Humancomputer interaction 101–110.

Plowman, L., C. Stephen. 2008. The big picture? Video and the representation of interaction. British educational research journal 34(4).

Preece, J., Y. Rogers, H. Sharp. 2007. Interaction design. NY: John Wiley & Son.

Ribbens, W., Y. Poels. 2009. Researching player experiences through the use of different qualitative methods. Proceedings from DiGRA 2009: Breaking New Ground: Innovation in Games, Play, Practice and Theory. London

Sacks, H., E. Schegloff, G. Jefferson. 1974. A simplest systematics for the organization for turn-taking for conversations. Language 50 696–735.

Smith, J. A., Flowers, P., & Larkin, P. 2009. Interpretative phenomenological analysis: Theory, method and research. London, SAGE.

Tullis, T., W. Albert. 2008. Measuring the User Experience: Collecting, Analyzing, and Presenting Usability Metrics (Interactive Technologies) 1st ed. Burlington, MA, Morgan Kaufmann.

Forrige artikkel      Neste artikkel


Handlevognen er tom