Erik D. van der Spek’s research while affiliated with Eindhoven University of Technology and other places

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Publications (69)


Are Aesthetics and Accessibility Conflicting Aspects in Serious Games Design?
  • Chapter

September 2024

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7 Reads

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Erik van der Spek

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[...]

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Animated Scale: Adaption of the Motivational Scale for User Testing with Children
  • Conference Paper
  • Full-text available

May 2024

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64 Reads

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1 Citation

Download

Figure 1: Four phases of the player's journey.
Figure 3: Different narrative versions in the game Mathmythos AR2
Figure 4: Different avatar versions in the game Chemikami AR
Understanding the effect of Fantasy in Augmented Reality Game-Based Learning from a Player Journey Perspective

Augmented Adventures: Using Different Perspectives to Design Novel Tabletop Game Experiences with Augmented Reality

November 2023

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38 Reads

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1 Citation

Lecture Notes in Computer Science

The proliferation of smartphones and accelerating development of Augmented Reality tools have made it possible to both research and deploy new gameplay interaction paradigms for gaming at a relatively low cost. Here we explore the design space of using Augmented Reality in Tabletop gaming. A research through design approach is followed, where 80 novel gameplay ideas have been brainstormed and subsequently categorized. From this, we found that Augmented Reality can be used to provide interesting perspectives on a game, with especially a second-person perspective opening up new avenues for having interesting gameplay experiences. We subsequently developed this second person perspective into a design exemplar called Eye of the Cyclops, a collaborative adventure game where the smartphone provides the perspective of the main antagonist. Subsequent playtests show that the game led to a significantly higher immersion, audiovisual appeal, curiosity, and meaning compared with benchmark games, even though some clear limitations remain.


The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning

February 2023

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313 Reads

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12 Citations

Entertainment Computing


Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children

July 2022

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509 Reads

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16 Citations

Electronics

(1) Background: Augmented reality (AR) game-based learning, has received increased attention in recent years. Fantasy is a vital gaming feature that promotes engagement and immersion experience for children. However, situating learning with AR fantasy to engage learners and fit pedagogical contexts needs structured analysis of educational scenarios for different subjects. (2) Methods: We present a combined study using our own built AR games, MathMythosAR2 for mathematics learning, and FancyBookAR for English as second-language learning. For each game, we created a fantasy and a real-life narrative. We investigated player engagement and teachers’ scaffolding through qualitative and quantitative research with 62 participants aged from 7 to 11 years old. (3) Results: We discovered that fantasy narratives engage students in mathematics learning while disengaging them in second-language learning. Participants report a higher imagination with fantasy narratives and a higher analogy with real-life narratives. We found that teachers’ scaffolding for MathMythosAR2 focused on complex interactions, for FancyBookAR, focused on story interpretation and knowledge explanation. (4) Conclusions: It is recommended to mix fantasy and real-life settings, and use simple AR interaction and pedagogical agents that enable teachers’ scaffolding seamlessly. The design of AR fantasy should evaluate whether the story is intrinsically related to the learning subjects, as well as the requirements of explicit explanation.


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

March 2022

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177 Reads

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2 Citations

Lecture Notes of the Institute for Computer Sciences

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. KeywordsFantasyPlayer identificationAugmented RealitySerious games


The mediating effect of fantasy on engagement in an AR game for learning

February 2022

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143 Reads

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10 Citations

Entertainment Computing

It is challenging to create an immersive and engaging remote education setting properly, especially for children who are less motivated and quickly distracted by virtual learning activities that fall short of leveraging the immersive design potential. To maximize the educational potential of AR game-based learning, designers need to align fantastical environments, learning content, and AR requirements. This task requires a thorough understanding of the impact of design choices on users’ experiences. To gain insights into the motivational mechanics of fantasy elements in AR, we investigated the effect of two AR learning contexts—a fantasy setting and a daily setting—on children’s experience and motivation. Our goal is to scrutinize the relationship between fantasy states, intrinsic motivation, and players’ experience of autonomy and presence. Our results suggest that the relationship between imagination and enjoyment—stimulated by our two conditions—is fully mediated by experiences of autonomy and presence. Our research provides insights into the relationships between experience constructs and informs the design of fantasy learning experiences. We provide guidelines to support game designers and researchers to integrate the fantasy experience in AR learning games for children.


Extracting Design Guidelines for Augmented Reality Serious Games for Children

January 2022

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124 Reads

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15 Citations

IEEE Access

Augmented Reality serious games have become an emerging solution to positively influence the learning experience for children born in the digital age. However, systematic and empirically tested design guidelines for AR serious games remain largely unexplored. In this study, we investigated the design guidelines by designing and developing four AR serious games with different mechanics inspired by the psychological needs within Self-determination Theory, following with four user studies respectively. In the first study, we explored the AR game concepts by conducting participatory design sessions. In the second study, we investigated how children react to different types of interactions and feedback mechanics in AR serious games with 32 participants. Then, we scrutinized the effect of social interactions in AR serious games on children with 24 participants. Lastly, we designed an AR game with four different versions, tested pathways to immerse children to explore and play in an AR fantasy world with 81 participants. Generally, this research explored the concepts, prototypes, and results of incorporating AR with serious games for children. We realized multiple AR prototypes inspired by SDT and generalized a set of design guidelines, which are intended to help future related designs in AR serious games.



Citations (55)


... The second aspect borrows established measurement methods and theories from the field of human-computer interaction (HCI), offering more general and accessible options [31] [22]. A notable tool is the System Usability Scale (SUS), favored for its brevity and well-documented psychometric properties. ...

Reference:

SUStory: Usability Evaluation of Conversational Interfaces for Children with a Narrative on a Game Board
Animated Scale: Adaption of the Motivational Scale for User Testing with Children

... Parker and Lepper (1992) found that embedding instructional content within fantasy contexts enhanced learning, as students demonstrated greater interest in the educational materials. Zuo et al. (2023) found a positive effect on student learning performance when integrating endogenous fantasy into a game-based learning mobile app. ...

The effect of fantasy on learning and recall of declarative knowledge in AR game-based learning

Entertainment Computing

... It is used to build up the game-based environment and features in 2D mode for menu UI design and 3D mode for 3D objects and AR scenes. For instance, MathMythosAR2 and FancyBookAR [32] implemented game elements such as points, badges, leaderboards, stories, avatars, and teams to create engaging and immersive learning experiences for mathematics and English as a second language. An AR foreign language education proposed by Lee [33] also designed similar game elements, in addition to performance graphs and teammates. ...

Situating Learning in AR Fantasy, Design Considerations for AR Game-Based Learning for Children

Electronics

... Subject literature is aware of a number of publications, both review [1,25-30] and single cases [8,9,11,15,17,18,21,22,31] undertaking parameterization to describe the mentioned processes. These data cover both the games used in participation and information about the process itself. ...

Extracting Design Guidelines for Augmented Reality Serious Games for Children

IEEE Access

... One approach to improve technological benefits, enriching educational contexts, and player experience, is by incorporating gaming features such as avatar customization [9], fantasy [10], or goal-setting [11] into AR learning. Among them, the game element that can provide motivespecific affective incentives [12,13] is fantasy, i.e., unreal and fictional settings that deviate from everyday life [14,15]. Fantasy can positively affect game-based learning, increasing players' engagement, especially for children who are not self-motivated to study [16][17][18]. ...

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

Lecture Notes of the Institute for Computer Sciences

... Pembelajaran berbasis game Augmented Reality (AR) telah menunjukkan potensinya untuk meningkatkan kinerja ingatan siswa [37]. Penerapan Augmented Reality (AR) pada pendidikan ini juga dapat melatih fokus anakanak cepat terganggu oleh aktivitas lain [38]. Salah satu contoh penerapan teknologi Augmented Reality (AR) sebagai media pembelajaran pada pembelajaran aksara Lampung [39]. ...

The mediating effect of fantasy on engagement in an AR game for learning

Entertainment Computing

... Arousal, Dominance, Pleasure [50], [60], [49], [58], [6], [ [43], [62], [25], [49], [3], [46], [72], [32], [68], [7], [65], [12], [59], [1], [9], [53] Psychophysiological Measures Arousal [50], [60], [22], [25], [49], [46] , [41], [ ...

That Sound’s Juicy! Exploring Juicy Audio Effects in Video Games
  • Citing Chapter
  • October 2021

Lecture Notes in Computer Science

... ARChemy [1] is a marker-based AR application that utilizes 3D models and animation to help students learn complex molecule conformation and reactivity between the molecules. ChemiKami [29] is another marker-based AR application which uses comic figures to explain the characteristics of the chemical elements. In addition, it designed a series of animations to explain the usage of the corresponding elements that are widely used in daily life to provide a stronger connection between theory and practice. ...

An Introduction to ChemiKami AR

Lecture Notes in Computer Science

... Since then, numerous researchers (e.g., De la Hera, 2019; De la Hera et al., 2021;Ferrara, 2013;Ferrari, 2010;Heide & Nørholm, 2009;Seiffert & Nothhaft, 2015) have investigated the persuasive potential of digital games, providing more detail on what types of persuasive goals can be achieved and how digital games can be used for these purposes. Complementary studies have also further explored aspects such as the effects of persuasive games (Jacobs, 2017;Jacobs & Jansz, 2021;Jacobs et al., 2017Jacobs et al., , 2019, the design principles of persuasive games (Grace, 2021;Kors et al., 2021;Siriaraya et al., 2018), and concrete applications and persuasive roles (De la Hera, 2017, 2018Lee et al., 2021;Løvlie, 2008;Orji et al., 2013;Ruggiero, 2013). ...

A Breathtaking Journey.: Appealing to Empathy in a Persuasive Mixed Reality Game
  • Citing Chapter
  • March 2021

... Proponents of a recent line of study have started examining the gamification of research and revealed similar ambivalence (cf. Dippel, 2017;Schouten, van der Spek, Harmsen, & Bartholomeus, 2019). Defined as "the practice of applying game features in non-game contexts," gamification is supposed to involve fun and generate positive outcomes for academics, but it also risks "goal displacement where the aim of doing sound and relevant research is superseded by the effort of gathering more points" (Hammarfelt, de Rijcke, & Rushforth, 2016, Discussion). ...

12. The playful scientist: Stimulating playful communities for science practice