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

Tengjia Zuo (Corresponding author), Erik D. van der Spek, Jun Hu, Max V. Birk

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

3 Citations (Scopus)
7 Downloads (Pure)

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.

Original languageEnglish
Title of host publicationIntelligent Technologies for Interactive Entertainment
Subtitle of host publication13th EAI International Conference, INTETAIN 2021, Virtual Event, December 3-4, 2021, Proceedings
EditorsZhihan Lv, Houbing Song
Place of PublicationCham
PublisherSpringer
Pages279-294
Number of pages16
ISBN (Electronic)978-3-030-99188-3
ISBN (Print)978-3-030-99187-6
DOIs
Publication statusPublished - 25 Mar 2022
Event13th EAI International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021 - Virtual
Duration: 3 Dec 20214 Dec 2021

Publication series

NameLecture Notes of the Institute for Computer Sciences, Social-Informatics and Telecommunications Engineering (LNICST)
Volume429
ISSN (Print)1867-8211
ISSN (Electronic)1867-822X

Conference

Conference13th EAI International Conference on Intelligent Technologies for Interactive Entertainment, INTETAIN 2021
Abbreviated titleINTETAIN 2021
CityVirtual
Period3/12/214/12/21

Funding

Acknowledgment. We want to thank Mrs. Wanyu Xu, Miss. Rong Xu and Juqian Street Primary School students for their assistance and participation in our experiment. We wish to express our deep gratitude to Loe Feijs and Xiangsun, who provide technical supports during the game development. We also want to thank CSC for funding the project.

Keywords

  • Augmented Reality
  • Fantasy
  • Player identification
  • Serious games

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