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Connecting physical and virtual worlds
The rapid emergence of the locative AR games players at Section C is the Non-Players' Section. This section inquired
certain public parks creates a disturbance as players conquer the opinions of the non-player, the general public, who have
the facilities provided for the public. The players come to the had the experience of the situation in public places used by
places to play AR games, yet they are not engaging with any locative augmented reality gamers. The questionnaire asked
other facilities and physical activities [12]. The act of the public about the emergence of the crowd of players using
conquering the public spaces for AR gameplay is considered the same physical public space with them. Lastly, both
an intervention. Often, the players of these games could be groups of respondents were asked for their suggestions of
seen roaming around to achieve the game goals without how to solve and improve the public space environment used
concern for the people around them. This behavior creates for the locative augmented reality games.
an awkward environment where players walk and run around
with phones cuffed on their hands, whilst other visitors of This research has inevitable limitations. Originally,
public spaces feel annoyed with the situation. Besides, the fieldwork to collect the primary data of survey
locative AR games evoke numerous safety issues in the questionnaires was planned to be conducted on sites of the
public space. Countless news reports show driving, biking, three (3) selected public parks: KLCC Park, UD Park, and
or walking incidents related to people playing AR games, Uptown Damansara, and WSR Park. Nevertheless, the
like Pokemon GO [13]. Since locative AR games have Movement Control Order (MCO) issued due to the spread of
gained rapid popularity, research in this field is deemed the Covid-19 pandemic had changed the plan into
necessary to assess the public perceptions of spatial undertaking an online survey. This change proved beneficial
intervention in public spaces. to researchers because it allowed more users of public parks
to participate in the online survey.
3. RESEARCH METHODOLOGY
4. ANALYSIS OF RESEARCH
This research was conducted by using both qualitative and
quantitative approaches. For the qualitative research 4.1 Section A: Demography
approach, researchers embarked on desk research and
observation. The observation was conducted at several A total of 210 respondents participated in the online survey.
public parks often visited by locative AR games players, In Section A, five (5) questions were asked to know the
such as at KLCC Park, UD Park, WSR Park, and IIUM background of the respondents. The information gathered
campus. The obtained data from observation and desk was on 1) gender, 2) age, 3) race or nationality, 4) occupation,
research was then used to form the framework of the research. and 5) status of player/non-player. Based on the collected
data, 77.8% of the respondents are male, while the rest of
Whereas, for the quantitative research approach, survey 22.2% are female. Figure 3 shows the division of male and
questionnaires were distributed to both AR games players female respondents.
and non-players to attain their insights on the intervention of
public spaces by locative AR games players. A survey
questionnaire was distributed online from 21 June 2020 until
the 13 July 2020. The questionnaire was given to two target
groups: the players and the non-players (the general public),
who used public parks. The respondents were approached
using social media platforms, such as Facebook and Twitter.
For Twitter, the participants were approached based on the
related keywords about the locative AR games they have had
mentioned in their accounts. Once they agreed to participate,
they were then given the URL link of the questionnaire
survey via either Facebook, Twitter, WhatsApp, or Telegram.
A brief description of the research was written on the first
page of the survey questionnaire and then followed by Figure 3 – Division of male and female respondents
Section A. Section A focused on the demographic of the
respondents, both players and non-players. The respondents The age range of the respondents is categorized into five (5)
were then asked if they play any locative augmented reality groups. The categories are: 20 years old and below, from 21
games before proceeding to the next section. to 30 years old, from 31 to 40 years old, from 41 to 50 years
old, and 51 years old and above. The majority of the
Questions in Section B are formulated for the locative AR respondents fall among those whose age ranges are between
games players to respond. This section sought respondents' 21 and 40 years old (84%). Table 1 shows the age ranges of
understanding and perception of the relevant issues. the respondents.
However, since the players may have a bias towards their
preferences, the result of Section B will not be presented in
this article.
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