Skip to main content

Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games

  • Chapter
  • First Online:
Augmented Reality Games I

Abstract

This chapter explores sensory perceptions, cognitive mix-ups and slips of actions associated with augmented reality (AR) technologies, such as in location-based AR games. The research on Game Transfer Phenomena (GTP) has demonstrated that playing video games in AR and non-AR can induce sensory perceptions, manifesting as seeing images overlaying physical objects (e.g., seeing power bars above people’s heads or maps in the corner of the eye), hearing sounds coming from game-related objects, and perceiving physical objects as distorted or having misperceptions (e.g., confusing birds with aeroplanes). The aim of this chapter is twofold. The first is to provide an overview of the GTP research conducted on location-based AR games. The second is to highlight the peculiarities of GTP in AR games. While a broad variety of the GTP reported in non-AR games has also been found in location-based AR games, the key characteristic of these games is that the gameplay occurs through interactions in the physical context. The physical context is part of the game by means of (i) the overlaying of game images on the physical context and (ii) the game being played through interactions in the physical context. The key peculiarities of GTP in these games are (i) the temporal manifestation of GTP while/after playing, (ii) the two-way transfer of effects from the virtual to the physical and vice versa, (iii) the increased chances of the occurrence of certain forms of GTP (e.g., the urge to do something related to the game, misperceptions of physical stimuli, tactile sensations) including cognitive mix-ups and slips of actions when confusing virtual objects with real objects and (iv) the GTP triggered by the outputs from a multipurpose device.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 99.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 129.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Lure modules are used to increase the amount of Pokémon that is spawned for everyone who is within the distance of a PokéStop.

References

  • Adee S (2018, 27 December 2018) Consensual hallucination. Retrieved January 2019, from http://www.lastwordonnothing.com/2018/12/27/winter-theme-week-consensual

  • Althoff T, White RW, Horvitz E (2016) Influence of Pokémon Go on physical activity: study and implications. J Med Internet Res 18(12):e315

    Article  Google Scholar 

  • Bayer JB, Dal Cin S, Campbell SW, Panek E (2016) Consciousness and self-regulation in mobile communication. Hum Commun Res 42(1):71–97

    Article  Google Scholar 

  • Bonus JA, Peebles A, Mares M-L, Sarmiento IG (2017) Look on the bright side (of media effects): Pokémon Go as a catalyst for positive life experiences. Media Psychol 21(2):1–25

    Google Scholar 

  • Craig AB (2013) Understanding augmented reality: concepts and applications. Elsevier, Boston

    Google Scholar 

  • DeSalle R (2018) Our senses: an immersive experience. Yale University Press, New Haven

    Google Scholar 

  • Dindar M, Ortiz de Gortari AB (2017) Turkish Validation of the Game Transfer Phenomena Scale (GTPS): measuring altered perceptions, automatic mental processes and actions and behaviours associated with playing video games. Telemat Inf 34(8):1802–1813

    Article  Google Scholar 

  • Gackenbach J, Trewin C (2017) Pokémon Go and dreams: from virtual to augmented reality in gaming and dreams. In: Paper presented at the International Association for the Study of Dreams, Anaheim, Canada

    Google Scholar 

  • Gerra G, Zaimovic A, Franchini D, Palladino M, Giucastro G, Reali N, Brambilla F (1998) Neuroendocrine responses of healthy volunteers to ‘techno-music’: relationships with personality traits and emotional state. Int J Psychophysiol 28(1):99–111

    Article  Google Scholar 

  • Howe KB, Suharlim C, Ueda P, Howe D, Kawachi I, Rimm EB (2016) Gotta catch’em all! Pokémon GO and physical activity among young adults: difference in differences study. BMJ 355:i6270

    Article  Google Scholar 

  • Jennett C, Cox AL, Cairns P, Dhoparee S, Epps A, Tijs T, Walton A (2008) Measuring and defining the experience of immersion in games. Int J Hum Comput Stud 66(9):641–661

    Article  Google Scholar 

  • Joseph B, Armstrong DG (2016) Potential perils of peri-Pokémon perambulation: the dark reality of augmented reality? Oxford Med Case Rep 2016(10), omw080-omw080

    Article  Google Scholar 

  • Kipper G, Rampolla J (2012) Augmented reality: an emerging technologies guide to AR. Elsevier, Massachusetts

    Google Scholar 

  • Norman DA (1981) Categorization of action slips. Psychol Rev 88(1):1–15

    Article  Google Scholar 

  • Ortiz de Gortari AB (2015) Exploring Game Transfer Phenomena: a multimodal research approach for investigating video games’ effects. Doctor of Philosophy, Nottingham Trent University, Nottingham, UK

    Google Scholar 

  • Ortiz de Gortari AB (2017) Empirical study on Game Transfer Phenomena in a location-based augmented reality game. Telemat Inf 35(2):382–396

    Article  Google Scholar 

  • Ortiz de Gortari AB (2018) First insights into applying the Game Transfer Phenomena framework for positive means. In: Cipresso P, Serino S, Ostrovsky Y, Baker JT (eds) Pervasive computing paradigms for mental health (vol 253). Springer, Boston

    Google Scholar 

  • Ortiz de Gortari AB (2019) Game Transfer Phenomena: origin, development and contributions to the videogame research field. In: Attrill-Smith A, Fullwood C, Kuss D, Keep M (eds) Oxford handbook of cyberpsychology. Oxford University Press, Oxford

    Google Scholar 

  • Ortiz de Gortari AB (under review) Game Transfer Phenomena in Pokémon Go: factors related to problematic smartphone gaming

    Google Scholar 

  • Ortiz de Gortari AB, Griffiths MD (2015) Game Transfer Phenomena and its associated factors: an exploratory empirical online survey study. Comput Hum Behav 51:195–202

    Article  Google Scholar 

  • Ortiz de Gortari AB, Griffiths MD (2016) Prevalence and characteristics of Game Transfer Phenomena: a descriptive survey study. Int J Hum-Comput Interact 32(6):470–480

    Article  Google Scholar 

  • Ortiz de Gortari AB, Larøi F (2018) Broadening the understanding of the psychopathology of gaming: the relation between involuntary behaviours, sensorial and cognitive intrusions with videogame content and Internet Gaming Disorder. In: Paper presented at the 5th International Conference on Behavioural Addictions, Colon, Germany

    Google Scholar 

  • Ortiz de Gortari AB, Oldfield B, Griffiths MD (2016) An empirical examination of factors associated with Game Transfer Phenomena severity. Comput Hum Behav 64:274–284

    Article  Google Scholar 

  • Rasche P, Schlomann A, Mertens A (2017) Who is still playing Pokemon Go? A web-based survey. JMIR Serious Games 5(2):e7

    Article  Google Scholar 

  • Sánchez A (1997) Territorios virtuales. De Internet hacia un nuevo concepto de la simulación. Taurus, Mexico

    Google Scholar 

  • Sekhavat Y, Zarei H (2016) Enhancing the sense of immersion and quality of experience in mobile games using augmented reality. J Comput Secur 3(1):53–62

    Google Scholar 

  • Serino M, Cordrey K, McLaughlin L, Milanaik RL (2016) Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians. Curr Opin Pediatr 28(5):673–677

    Article  Google Scholar 

  • Sifonis CM (2018) Examining Game Transfer Phenomena in the hybrid reality game, Ingress. Int J Human–Computer Interact 1–12

    Google Scholar 

  • Tafalla RJ (2007) Gender differences in cardiovascular reactivity and game performance related to sensory modality in violent video game play. J Appl Soc Psychol 37(9):2008–2023

    Article  Google Scholar 

  • Tateno M, Skokauskas N, Kato TA, Teo AR, Guerrero APS (2016) New game software (Pokémon Go) may help youth with severe social withdrawal, hikikomori. Psychiatry Res 246:848–849

    Article  Google Scholar 

  • Turner S (2016) Game Transfer Phenomena: the original AR. Unwinnable Monthly, 3

    Google Scholar 

  • Wagner-Greene VR, Wotring AJ, Castor T, Kruger J, Dake JA, Mortemore S (2017) Pokémon GO: healthy or harmful? Am J Public Health 107(1):35–36

    Article  Google Scholar 

  • Wittek CT, Finserås TR, Pallesen S, Mentzoni RA, Hanss D, Griffiths MD, Molde H (2016) Prevalence and predictors of video game addiction: a study based on a national representative sample of gamers. Int J Ment Health Addict 14(5):672–686

    Article  Google Scholar 

  • Wong FY (2017) Influence of Pokémon Go on physical activity levels of university players: a cross-sectional study. Int J Health Geogr 16(1):8

    Article  Google Scholar 

  • Yang C-C, Liu D (2017) Motives matter: motives for playing Pokémon Go and implications for well-being. Cyberpsychol Behav Soc Netw 20(1):52–57

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Angelica B. Ortiz de Gortari .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2019 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

Ortiz de Gortari, A.B. (2019). Characteristics of Game Transfer Phenomena in Location-Based Augmented Reality Games. In: Geroimenko, V. (eds) Augmented Reality Games I. Springer, Cham. https://doi.org/10.1007/978-3-030-15616-9_2

Download citation

  • DOI: https://doi.org/10.1007/978-3-030-15616-9_2

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-030-15615-2

  • Online ISBN: 978-3-030-15616-9

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics