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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