TY - GEN
T1 - ARctic Escape
T2 - 2023 CHI Conference on Human Factors in Computing Systems, CHI 2023
AU - Knoll, Theodore
AU - Liaqat, Amna
AU - Monroy-Hernández, Andrés
N1 - Publisher Copyright:
© 2023 Owner/Author.
PY - 2023/4/19
Y1 - 2023/4/19
N2 - We present ARctic Escape, a co-located augmented reality (AR) escape room designed to promote collaboration between dyads through play. While physical escape rooms provide groups with fun, social experiences, they require a gameplay venue, props, and a game master, all of which detract from their ease of access. Existing AR escape rooms demonstrate that AR can make escape room experiences easier to access. Still, many AR escape rooms are single-player and therefore fail to maintain the social and collaborative elements of their physical counterparts. This paper presents ARctic Escape, a two-person AR escape room with clues emphasizing player interaction and teamwork. We evaluated ARctic Escape by conducting semi-structured interviews with four dyads to learn about participants' interpersonal dynamics and experiences during gameplay. We found that participants thought the experience was fun, collaborative, promoted discussion, and inspired new social dynamics, but sometimes the escape room's reliance on virtual content was disorienting.
AB - We present ARctic Escape, a co-located augmented reality (AR) escape room designed to promote collaboration between dyads through play. While physical escape rooms provide groups with fun, social experiences, they require a gameplay venue, props, and a game master, all of which detract from their ease of access. Existing AR escape rooms demonstrate that AR can make escape room experiences easier to access. Still, many AR escape rooms are single-player and therefore fail to maintain the social and collaborative elements of their physical counterparts. This paper presents ARctic Escape, a two-person AR escape room with clues emphasizing player interaction and teamwork. We evaluated ARctic Escape by conducting semi-structured interviews with four dyads to learn about participants' interpersonal dynamics and experiences during gameplay. We found that participants thought the experience was fun, collaborative, promoted discussion, and inspired new social dynamics, but sometimes the escape room's reliance on virtual content was disorienting.
KW - Asymmetric Visual Information
KW - Augmented Reality
KW - Co-Located
KW - Collaboration
KW - Escape Room
KW - Games
KW - Mobile AR
KW - Playful
KW - Social
UR - http://www.scopus.com/inward/record.url?scp=85158133562&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85158133562&partnerID=8YFLogxK
U2 - 10.1145/3544549.3585841
DO - 10.1145/3544549.3585841
M3 - Conference contribution
AN - SCOPUS:85158133562
T3 - Conference on Human Factors in Computing Systems - Proceedings
BT - CHI 2023 - Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems
PB - Association for Computing Machinery
Y2 - 23 April 2023 through 28 April 2023
ER -