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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Persuasive AR Technology for Information Producers - Extended Abstract</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Yonit Rusho</string-name>
          <email>yonit@se.shenkar.ac.il</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ganit Richter</string-name>
          <email>grichter@univ.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Daphne R. Raban</string-name>
          <email>draban@univ.haifa.ac.il</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>In: Kiemute Oyibo, Wenzhen Xu, Elena Vlahu-Gjorgievska (eds.): The Adjunct Proceedings of the 19th International Conference on</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Haifa University</institution>
          ,
          <addr-line>Haifa 3498838</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>The College of Management Academic Studies</institution>
          ,
          <addr-line>Rishon LeTsiyon 7549071</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Augmented reality (AR) offers innovative ways to engage users through immersive informational experiences. However, the value of information is subjective and appears upon use. The rise of user participation in information production has amplified the importance of understanding the value of information. Prior research mostly centered around consuming information, often neglecting the experiential aspect of information production as a determinant of its value. This study investigates how gamified AR impacts information value perceptions. By combining gamification with AR, users can engage in activities that mimic game-like challenges and informational interactions against a real-world backdrop.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>clicking the AR object
experience message</p>
      <p>In a between-subjects design, 47 teenagers used the tool as either producers or consumers of
content (a route consisting of points of interest). In the low AR experience condition, producers
exhibited a higher average perceived information value (M = 3.17, SD = 0.50) compared to users
(M = 2.47, SD = 0.82). The Spearman rank test indicated a moderate positive correlation between
user type and perceived value rs(25) = .48, p =.012. An independent samples t-test showed a
significant difference between producers' and users' value perceptions t(25) = -2.78, p =.021.
Findings provide insights into perceived information value dynamics in AR gamification. With
low AR experience, adopting a producer role tended to increase attributed information value
compared to a user role. There is a nuanced relationship between experience and value
perception, shedding light on the potential impact of persuasive technology experience levels on
information appreciation and engagement.</p>
      <p>This research demonstrates information value perception differences due to AR experience. It
provides guidance for designing persuasive location-based apps to benefit tourism, education,
and business as part of urban communities. Future studies should investigate higher AR
experience levels and long-term impacts on value perceptions. This work contributes new
knowledge at the intersection of emerging technologies and information science.
CEUR</p>
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