Does Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experiment

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorSavela, Ninaen_US
dc.contributor.authorOksanen, Atteen_US
dc.contributor.authorKaakinen, Markusen_US
dc.contributor.authorNoreikis, Mariusen_US
dc.contributor.authorXiao, Yuen_US
dc.contributor.departmentDepartment of Communications and Networkingen
dc.contributor.groupauthorMobile Cloud Computingen
dc.contributor.organizationTampere Universityen_US
dc.contributor.organizationUniversity of Helsinkien_US
dc.date.accessioned2020-04-09T06:29:24Z
dc.date.available2020-04-09T06:29:24Z
dc.date.issued2020-02-01en_US
dc.descriptionjoint work with social scientists from Tampere University and University of Helsinki
dc.description.abstractAugmented reality (AR) applications have recently emerged for entertainment and educational purposes and have been proposed to have positive effects on social interaction. In this study, we investigated the impact of a mobile, indoor AR feature on sociability, entertainment, and learning. We conducted a field experiment using a quiz game in a Finnish science center exhibition. We divided participants (N = 372) into an experimental group (AR app users) and two control groups (non-AR app users; pen-and-paper participants), including 28 AR users of follow-up interviews. We used Kruskal–Wallis rank test to compare the experimental groups and the content analysis method to explore AR users’ experiences. Although interviewed AR participants recognized the entertainment value and learning opportunities for AR, we did not detect an increase in perceived sociability, social behavior, positive affect, or learning performance when comparing the experimental groups. Instead, AR interviewees experienced a strong conflict between the two different realities. Despite the engaging novelty value of new technology, performance and other improvements do not automatically emerge. We also discuss potential conditional factors. Future research and development of AR and related technologies should note the possible negative effects of dividing attention to both realities.en
dc.description.versionPeer revieweden
dc.format.extent15
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationSavela, N, Oksanen, A, Kaakinen, M, Noreikis, M & Xiao, Y 2020, ' Does Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experiment ', Applied Sciences, vol. 10, no. 4, 1392 . https://doi.org/10.3390/app10041392en
dc.identifier.doi10.3390/app10041392en_US
dc.identifier.issn2076-3417
dc.identifier.otherPURE UUID: 82ff5ca4-4dc7-4078-8323-06e049fa2000en_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/82ff5ca4-4dc7-4078-8323-06e049fa2000en_US
dc.identifier.otherPURE LINK: http://www.scopus.com/inward/record.url?scp=85081243745&partnerID=8YFLogxKen_US
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/41964386/Does_augmented_reality_affect_sociability.pdfen_US
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/43750
dc.identifier.urnURN:NBN:fi:aalto-202004092786
dc.language.isoenen
dc.publisherSpringer International Publishing AG
dc.relation.ispartofseriesAPPLIED SCIENCESen
dc.relation.ispartofseriesVolume 10, issue 4en
dc.rightsopenAccessen
dc.subject.keywordaugmented realityen_US
dc.subject.keywordsociabilityen_US
dc.subject.keywordsocial interactionen_US
dc.subject.keywordentertainmenten_US
dc.subject.keywordlearningen_US
dc.titleDoes Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experimenten
dc.typeA1 Alkuperäisartikkeli tieteellisessä aikakauslehdessäfi
dc.type.versionpublishedVersion

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