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Intelligent Technologies for Interactive Entertainment. 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings

Research Article

Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning

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  • @INPROCEEDINGS{10.1007/978-3-030-99188-3_17,
        author={Tengjia Zuo and Erik D. van der Spek and Jun Hu and Max V. Birk},
        title={Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning},
        proceedings={Intelligent Technologies for Interactive Entertainment. 13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings},
        proceedings_a={INTETAIN},
        year={2022},
        month={3},
        keywords={Fantasy Player identification Augmented Reality Serious games},
        doi={10.1007/978-3-030-99188-3_17}
    }
    
  • Tengjia Zuo
    Erik D. van der Spek
    Jun Hu
    Max V. Birk
    Year: 2022
    Investigating the Motivational Effect of Fantasy and Similarity Through Avatar Identification in AR Game-Based Learning
    INTETAIN
    Springer
    DOI: 10.1007/978-3-030-99188-3_17
Tengjia Zuo1,*, Erik D. van der Spek1, Jun Hu1, Max V. Birk1
  • 1: Industrial Design
*Contact email: t.zuo@tue.nl

Abstract

When children engage in virtual learning, they frequently experience a lack of motivation and concentration. Virtual and augmented reality Game-based learning (GBL) is a promising option for increasing learning motivation and can provide a more immersive context. While AR fantasy makes learning more engaging, avatar self-similarity provides players with approachable and straightforward circumstances to begin. However, little is known about how to combine learning with captivating fantasy and engaging self-similarity. Therefore, it is essential to understand how to adjust the similarity and fantasy levels in a game’s design to more effectively integrate learning information and increase player motivation. To examine the motivation for fantasy play in gameplay, a key concept titled player identification is introduced. This paper presents an experiment conducted using our designed AR Game, MathMythos, with four conditions. We explore the relationship between fantasy, similarity, motivation, and identification in AR GBL. By exploring the correlation between player identification and enjoyment in fantasy/real-world and similar/dissimilar contexts, this study shows children would enjoy the game more in a fantasy context if they experienced stronger avatar identification in the gameplay. For game designers, this study emphasizes the fantasy and similarity aspects of avatar design and inspires designers to weigh these factors appropriately for their GBL context and design purpose.

Keywords
Fantasy Player identification Augmented Reality Serious games
Published
2022-03-25
Appears in
SpringerLink
http://dx.doi.org/10.1007/978-3-030-99188-3_17
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