Page 175 - Kaleidoscope Academic Conference Proceedings 2021
P. 175

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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