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Immersion Experiences in a Tablet-Based Markerless Augmented Reality Working Memory Game: Randomized Controlled Trial

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Markerless augmented reality (MAR) games provide immersive experiences for cognitive training. While both MAR and 2D formats induced immersion, males reported higher immersion in MAR games compared to females.

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Area of Science:

  • Cognitive Science
  • Human-Computer Interaction
  • Virtual Reality

Background:

  • Markerless augmented reality (MAR) is increasingly used for cognitive training games due to its immersive potential.
  • No prior studies have scientifically evaluated user immersion in MAR cognitive training games.
  • A lack of validated instruments for measuring immersion in MAR cognitive training exists.

Purpose of the Study:

  • To investigate student immersion experiences in a novel MAR n-back game.
  • To evaluate the efficacy of two existing immersion questionnaires (IEQ and ARI) in MAR settings.

Main Methods:

  • Comparison of two n-back task training versions: traditional 2D and MAR.
  • Two experiments were conducted using the modified Immersive Experiences Questionnaire (IEQ) and the Augmented Reality Immersion (ARI) questionnaire.
  • Participants included 60 students in Experiment 1 and 51 students in Experiment 2 from Chinese universities.

Main Results:

  • Both MAR and 2D n-back training formats resulted in user immersion.
  • No significant difference in immersion levels was found between the MAR and 2D n-back groups in Experiment 1.
  • In Experiment 2, male participants reported higher immersion levels than females in the MAR n-back game.

Conclusions:

  • Markerless augmented reality (MAR) n-back games successfully induced immersion in student participants.
  • The modified Immersive Experiences Questionnaire (IEQ) and Augmented Reality Immersion (ARI) are suitable instruments for measuring immersion in MAR game environments.