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

Nina Savela, Atte Oksanen, Markus Kaakinen, Marius Noreikis, Yu Xiao

    Research output: Contribution to journalArticleScientificpeer-review

    27 Citations (Scopus)
    136 Downloads (Pure)

    Abstract

    Augmented 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.
    Original languageEnglish
    Article number1392
    Number of pages15
    JournalApplied Sciences
    Volume10
    Issue number4
    DOIs
    Publication statusPublished - 1 Feb 2020
    MoE publication typeA1 Journal article-refereed

    Keywords

    • augmented reality
    • sociability
    • social interaction
    • entertainment
    • learning

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