Page 176 - Kaleidoscope Academic Conference Proceedings 2021
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2021 ITU Kaleidoscope Academic Conference




                   Table 1 – Age range of the respondents     In this section, six (6) questions were asked. The questions
                                                              are listed as follows:
                 Age Range      Number of the   Percentage (%)   1.  Are you aware of the AR games that have been played
                                 respondents                      in public spaces?
            20 years old and below   13            6.3        2.  Do you feel  comfortable  with the environment of
            21 -30 years old        124           58.9            Locative Augmented Reality Games in public space?
            31-40 years old          54           25.6        3.  Based on the answer to question 2, please elaborate on
                                                                  your answer.
            41-50 years old          17            8.2        4.  In your opinion, what is the problem or disturbance of
            51 years old and above   2             1.0            the environment in public spaces created by the locative
            Total                   210           100 %           AR game players? Kindly tick the relevant answers.
                                                              5.  Based on the evaluation in question 4, do you think it is
           The respondents’ backgrounds are varied because the online   suitable to play a Locative AR Game in a public space?
           survey makes it possible to reach respondents from different   6.  Based on your  answer  to question  5,  please state the
           parts of the world to participate in the survey. Most of the   reason.
           respondents  are Malaysians, with 64.3%  Malay,  28.5%
           Chinese, and 2.9% Indian. The rest of the respondents, 4.3%,   The first  question was  asked  to understand  the public
           are from other races and nationalities such as Indonesian,   knowledge of the existing games that have been played in
           Filipino and Arab. It is expected to have Malaysians as the   public spaces. All  28  respondents were aware  of the AR
           majority of the respondents because this research was based   games played in public spaces based on the survey results.
           on public parks in Kuala Lumpur, the country's capital city.   They agreed that Pokemon  GO is the most played  game,
           Another reason, the researchers also had limited numbers of   being played in the public space. As shown in Figure 5, the
           contacts  who are non-Malaysians. Figure 4 shows the   second well-known game acknowledged by the respondents
           percentage  of respondents based on their race and   is Minecraft Earth, followed by  The  Walking Dead:  Our
           nationalities.                                     World, Harry Potter: Wizards Unite and Ingress Prime.

















            Figure 4 – Percentage of respondents based on their races
                            and nationalities                   Figure 5 – The well-known locative augmented reality
                                                                                   games
           In addition, the survey result shows that the majority of the
           respondents are working in private sectors, which is 49.8%,   The second question was addressed to get public opinions on
           followed by 33.3%  students, 11.6%  are  self-employed   comfort concerning the environment of the existence  of
           respondents, and 5.3% are those who work in government   locative AR  gamers  in  public  spaces. 46.2%  of  the
           sectors. For  question no.  5 in  Section A, the respondents   respondents were comfortable with the shared environment
           were also asked to participate as players or non-players. The   with the players. However, 26.9%  of the respondents
           result shows that 86.5% of them are players and the rest are   answered "No" to the question, and another 26.9% simply
           non-players.                                       said "maybe". The percentages are shown in Figure 6.

           4.2   Section C: Perception of non-player respondents   The third  question  was addressed for  respondents  to
                                                              elaborate on the answers given in question 2. The
           Section C is for researchers to determine the public or non-  respondents who answered "yes" for question 2 stated that it
           players’ perception of the locative augmented reality games   was fun and happening to see the crowd of people playing in
           in public  spaces. The total  respondents who considered   the public spaces. They also highlighted that playing AR
           themselves  as non-players are 28 only  (n=28). They  used   games helps keep  the body physically healthy  by playing
           public spaces and were aware of the gameplay of locative   outdoors.  In addition, they recognized those public parks are
           AR games in the same space they visited.           shared places, so everyone has the right to play in the public
                                                              space.







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