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  <front>
    <journal-meta>
      <issn pub-type="ppub">1613-0073</issn>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>ARnopoly: exploring strengths and weaknesses of AR experience enhancing board games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eleonora Chitti</string-name>
          <email>eleonora.chitti@unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Barbagallo</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Andrea Delia</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>N. Alberto Borghese</string-name>
          <email>alberto.borghese@unimi.it</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Applied Intelligent Systems Laboratory, Department of Computer Science, University of Milan</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>This project aims to explore and apply the best practices of Augmented Reality (AR) design to the board play. We adapted the Monopoly game, developing an AR version that integrates the traditional game with new elements to take advantage of the virtual world. Our goal is to explore which AR game rules and mechanics can be incorporated into board game design to create a more engaging and efective experience for players. With ARnopoly, we specifically examined the strengths of augmented reality and the weaknesses that need to be addressed to seamlessly integrate the physical board play with the digital experience. ARnopoly was tested involving 7 participants, and from the analysis of their feedback it emerged that the integration of the board play with AR increases the immersion in the game and the overall positive feeling. However, in the long run, since the monopoly-like game is very long-lasting, this positivity is dampened by the constraint of holding the device in hand which causes fatigue in the user.</p>
      </abstract>
      <kwd-group>
        <kwd>Augmented Reality</kwd>
        <kwd>Board Game</kwd>
        <kwd>user experience</kwd>
        <kwd>game experience</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>CEUR
ceur-ws.org</p>
    </sec>
    <sec id="sec-2">
      <title>1. Introduction</title>
      <p>Recently interest in augmented reality (AR) application has risen, in particular in gaming domain.
Advancements in the development of CPU, GPU, and sensors embedded into smartphones at an
afordable price fostered the design of new engaging augmented reality (AR) gaming experiences
in both research and commercial field. The players experience the physical interaction using
tangible interfaces enhanced by virtual elements such as images and sounds that integrate the
physical world. This blend of real and virtual elements ofers a new way of play, transforming
how users engage with with real and virtual play elements.</p>
      <p>
        In research, recently AR board-game applications have been proposed primarily targeting the
domain of healthcare and education [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The AR board game by [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] supports health education
for high school students, it is made by a physical board and question cards on health and these
cards are integrated by virtual hints on the correct answer visible with the smartphone. While
ARQuest [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] is a collaborative mobile augmented reality game for developing computational
thinking skills of primary school students. This AR game combines a physical board and tangible
tokens with animated 3D content to engage children in the play. Finally, the authors of [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
Italy
personalized the Monopoly game with Macau representation on the board to spread Macau
culture fostering tourism.
      </p>
      <p>These have been the first studies to deepen the integration of physical and virtual elements
for a serious purpose. However, in all these approaches the design of the integration of physical
and virtual world is strictly tied to the aim of the serious game and educational experience.</p>
      <p>
        Only later, thanks to [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ] a common taxonomy on AR board game design has been developed.
It clusters eight domains, each one on a policy of interaction design feedback and its integration
in the physical play. (i) Timing, as countdown or time rounds, since digital devices can easily
keep track of play time and inform the user. (ii) Randomizing, as randomization of items
generated on board, since digital devices allow for a full randomization of game elements such
as dices or in case of chance cards. (iii) Housekeeping, how the virtual application interacts
with the board, since the generation of virtual elements on the physical board should foster the
navigation of the game board at each play turn, (iv) Informing, as the flow of information to
the player, since digital applications allow to keep track of scores of the players and other data
that the player can visualize at any moment, (v) Storytelling, as digital efects and customization
of characters, since digital applications allow to generate customized virtual content on the
board. (vi) Remembering, since applications can record player’s actions and progresses. (vii)
Calculating, since digital devices allow to automate calculations that in traditional board games
are manually held by players, (viii) Teaching since digital applications allow the implementation
of interactive tutorials.
      </p>
      <p>Based on this taxonomy we adapted the Monopoly game in an augmented reality version
called ARnopoly. We integrated the traditional rules of Monopoly with innovative new rules
to fully take advantage of the virtual graphics and feedback. Our aim is to explore which AR
game rules and mechanics can be integrated in boar-game design to make a game efective
and engaging for players. In particular with ARnopoly we explored what are the strengths of
the augmented reality experience and instead what are the weaknesses that will have to be
addressed to successfully integrate the physical board game with the digital experience.</p>
    </sec>
    <sec id="sec-3">
      <title>2. Materials and Methods</title>
      <p>ARnopoly is an at-home AR board game adaptation of Monopoly that integrates the physical
board with an Augmented Reality application on the smartphone. The game is local-multiplayer
and all the players play with a personal smartphone in the same room. The AR app was
developed using Unity3D game engine and it is compatible with Android and iOS. Each player
will hold her own smartphone to play with the game by framing the physical board to visualize
the virtual elements.</p>
      <sec id="sec-3-1">
        <title>2.1. Board and AR tracking management</title>
        <p>As first step we designed the board. Since the game is inspired by Monopoly, we opted for the
traditional Monopoly board with a huge marker stamped in the center. All the players have to
frame the marker to start the play. The presence of the marker allows to identify the position
of each smartphone with respect to the board and to generate a shared virtual space among
all the players. This approach allows each player to visualize the virtual contents, during the
game, from a diferent point of view based on their physical position in the real space. The
AR generation is composed by three phases: (i) the marker registration, in which all the
players frame the marker and register their device for the play; (ii) the tracking phase, that
is deputed to convert the smartphone position in real world in camera coordinates (and vice
versa); and the (iii) display &amp; interaction phases that is the generation of the virtual content on
the smartphone’s screen, based on the coordinates calculated at the previous phase. The (ii)
and (iii) steps continuously update over time to maintain consistency of the point of view of the
player with the smartphone. Finally since the game is a local multiplayer, the information is
shared in real time in a local net (in which the first player is considered the host) allowing the
real-time updated of the virtual elements on screed of the actions performed by other players.</p>
      </sec>
      <sec id="sec-3-2">
        <title>2.2. Custom Rules &amp; Design</title>
        <p>As second step game rules were designed to fully take advantage of the AR experience. In
particular Monopoly is made by multiple pieces that are physically represented as stylized
version of real world such as houses and hotels that the player can build on the terrains that
she buys. In ARnopoly the player will visualize the virtual building on the physical table, this
will allow a more realistic perception of the land that each player is gaining during the play
and the achievements following Informing and Housekeeping principles. All the buildings are
virtually generated on the lands and all the elements on each land are interactive and animated
to improve the engagement of players in the virtual experience. In ARnopoly the houses are
represented as a single 3D structure that can level up from level 1 to 5, level 1 corresponds to a
a single house, level 4 to a huge building, and level 5 corresponds to the conversion in a hotel.</p>
        <p>Not only houses and hotels are available, following Storytelling principle in ARnopoly we
introduced new game mechanics of Super-Buildings and Artifacts to fully take advantage of
AR technology, allowing the player to make choices and apply her personal strategy. Super
Buildings comprehend new virtual animated elements which enable new penalties/gains for
the players. Artifacts give temporary super powers to the players. Both these mechanics are
implemented thanks to the automatization of complex calculus through technology, following
the Calculus principle.</p>
        <p>A Super-Building can be built with limitations (and with higher costs for the player): a
player can build a Super Building only if she owns all the lands of the same color and can build
only one type of Super Building on the lands set. Also super buildings increase their level from 1
to 5 and are represented with a 3D enhanced aesthetic version (for example the fountain at level
1 is simple, while at level 5 has a statue on it). The Community Chest and Chance cards have
been modified, and new ones have been added to interact with the new game elements. Houses
and Super-Buildings are digitally shown on the board. Super Buildings are the following. The
Park allows the builder to have a constant income: when a player lands on a park nothing
happens, however at the end of each player’s turn each park has a 5% chance to add money to
the owner of the park. The Casino is a building for gambling. When a player lands on a cell
with a casino she pays the owner an entrance fee. Once payed: a huge virtual Casino wheel
appears in the center of the board (over the ARnopoly text) on all the players’ screens. The
wheel is divided in green and red segments. If the wheel stops on a green one, the player wins
the amount of money, otherwise she will have to pay that amount to the bank. If the player who
ends up in the casino is the owner, she won’t have to pay the entrance fee, and has probability
of winning higher than other players. When an opponent ends on the Fountain, all players
will have to make a collection to pay the owner that increases her money. The Storehouse
gives a fixed profit. If a player lands on her storehouse, she can decide whether to withdraw
or deposit money. The player must consider that the money deposited will not be accessible
until she lands again in one of her storehouses. The money in the storehouses works as an
investment: it increases by a percentage every time the owner passes Go. This return rate varies
according to the average level of storehouses owned, up to a maximum of 10%.</p>
        <p>Artifacts replace the Free Parking cell in the traditional Monopoly. On this cell are
represented two 3D stalls and when the player reaches it she can buy some helps, that will work
for a a limited round time. Artifacts design follows Calculus and Storytelling. The available
Artifacts are: the Sprinter that increases the money collected at the Go cell with 50$ more; the
Graybeard that allows the player to pass the turn without rolling the dices; the Economist
that allow the player to pay the 85% of the total cost of a land to buy it; the Rogue that enables
the player to steal 3% of the money of another player or to exit free from prison if needed; and
ifnally the Builder that enables to pay 85% of the cost of a structure to build it.</p>
      </sec>
      <sec id="sec-3-3">
        <title>2.3. Game Interface</title>
        <p>To ensure Informing, Remembering and Calculating principles, the player can obtain various
information and interact in multiple ways with the game. The user interface has been designed
to inform at every round all the players on what is happening and on their current status (money
and properties of lands and buildings).</p>
        <p>Figure 1 shows the interface. The tree rounded buttons of the left from top to bottom represent
the Trade, the Mortgage and the Buildings management. The player can visualize the card of
each land after clicking on each one of the buttons, since information on the land is fundamental
to continue with the Trade/Mortgage or Building. These buttons are enabled on screen only
during the player’s turn. On the right the name of the players are shown with the money earned
by each of them, in addition small icons near the name indicate if currently a player possesses
an active Artifact. Players’ names are covered with a red line if they lost the game and went
bankruptcy. To ensure Informing principle, the players can view on their screens a label near
each land with the color of the pawn of the player that bought it, as shown in Figure 2.</p>
        <p>Following the Randomizing and Informing principles, only the board was made physical, the
players’ paws, the Chance and Community-Chest cards, and the dices are shown digitally on
top of the board. When the player picks up a card it is shown in the center of all the players
screen to inform them on the card picked. If the player goes to the prison the pawn is moved
inside a 3D jail represented on the corresponding cell, once it is the turn of the imprisoned
player a popup appears and she can decide to pay or to launch the dices to do a double and exit.</p>
        <p>All the 3D elements are shown near the land with an icon on top indicating the current level
of each building (in addition to the 3D diferent shape of the building depending on the level). In
addition to the graphics also audio feedback have been implemented, for example the fountains
have spatial audio of water sound, the casino has the sound of the rolling wheel, etc.</p>
        <p>Finally, for Timing principle each player is informed when it is her turn, and at the bottom
left of the screen is enabled a red button that allows to roll the dices (or to pass the turn to the
next player if Artifact is active). The dices animation, as well as other animations, is shown in
real time on all the devices.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>3. Results</title>
      <p>
        The final version of the game has been tested by 7 volunteers, 3 males and 4 females (mean age
32.0, SD 14.65 ) in order to evaluate the game under various aspects by seeing it in action. All the
players were experienced in using traditional mobile applications but had not played with AR
applications in the past; they occasionally played with board games. All the volunteers played
once with ARnopoly in groups of four and three and expressed their opinion. Each player
installed the ARnopoly application on her Android smartphone and played by holding the
smartphone during the whole game. The players applied their strategies through the interface
shown on the mobile phone that enabled the virtual interaction with the board, including the
new game mechanics of Super Buildings and Artifacts. To evaluate the gaming experience and
collect their opinions, we followed the Game Experience Questionnaire modified version to
access digital experience of games by [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The users gave scores to the Questionnaires from 0 to
4, with (0) corresponding to not at all, (1) slightly,(2) moderately,(3) fairly, (4) extremely agree.
Specifically, we made use of the Core GEQ Module and in addition we posed to users one ad
hoc questionnaire to evaluate AR aspects of the project. The first module ( Core GEQ Module)
(a) GEQ (from left to right): Competence, Immersion, (b) AR (from left to right): Usability, AR Positive
      </p>
      <p>Flow, Tension, Challenge, Neg. Af., Pos. Af. Feel., AR Negative Feel., Mechanics Approval
includes seven categories: Competence, as accomplishment, euphoria, and pride as in game
experiences, and pride also as post game experience; Sensory and Imaginative Immersion,
as the immersion the game can create using the player’s senses and imagination; Flow, as
concentration, being absorbed; Tension, as nervousness; Challenge, as dificulty perceived
in the game; Negative Afect , as shame, anger, irritation, disappointment, ignorance as in
game experiences and guilt as post game experience; Positive Afect , as enjoyment, pleasure,
relaxation in game experiences, and energized as post game experience.</p>
      <p>From what we can observe from Figure 3a, the game has reached a modest Competence, Flow
and Challenge, while the Tension and Negative Afect are really low (less than 1). These data are
closely related to the type of game, since in Monopoly-like games these aspects are minimal.
While the Sensory and Imaginative Immersion and Positive Afect received a rather positive
rating (greater than 3). This is due to the addition of the 3D graphics and digital feedback to the
traditional play, as reported by users. AR elements fostered positive sensations and immersion,
due to the animations appearing during the play as well as audio feedback. However, further
improvements should be done in the to the design of a full AR experience, by taking advantage
of the physical interaction. In particular the game design can be improved with the addition
of physical pieces in the board to foster physical interaction between players, not necessarily
adding physical cards that should be framed at every round, but adding more appropriated
physical pieces such as stylized fountains, casino, houses and even other types of obstacles that
will become engaging animated 3D content once framed with the smartphone.</p>
      <p>The second questionnaire focuses specifically on the perception of the AR experience. The
testers were asked to score: Usability; AR Positive Feelings; AR Negative Feelings; New Game
Mechanics Approval. From the Figure 3b, it can be seen that the testers appreciated the presence
of the new game mechanics. Furthermore, it seems the graphical interfaces and the methods of
interaction with the map have been satisfactory, leading to good usability. In general also the
AR experience was positively evaluated, and the AR Positive Feelings outweighed the negative
ones. However, from the answers on Negative Feelings it emerges that many players have found
tiring to hold the smartphone for a long time, due to the physical weight of the device. In future
developments, the addition of new rules to the game mechanics should be considered with
the aim of fastening the game session reducing the load on the players, since AR experience
requires the user to keep the smartphone in the hands.</p>
    </sec>
    <sec id="sec-5">
      <title>4. Conclusions</title>
      <p>
        ARnopoly demonstrates that integrating AR into traditional board games can enhance player
immersion and enjoyment. However, updates should be performed to ARnopoly rules before
performing a more in depth usability study. Our testing revealed a key challenge: while AR
elements initially increase engagement, the need for prolonged device use in games like Monopoly
can lead to player fatigue, reducing the positive impact. The play time should be reduced
by integrating new rules, for example updating the Artifacts by increasing penalties and/or
gains to fasten a win/loose event keeping the engagement of a strategic play. Also the physical
interaction should be improved in ARnopoly, e.g., exploiting a physical board made of parts
to compose, or physical cards each one associated to a virtual interacting element/animation,
as recently suggested by [
        <xref ref-type="bibr" rid="ref8 ref9">8, 9</xref>
        ]. Moreover, as highlighted by the participants to this study the
presence of physical pawns that interact with virtual objects may further improve immersion
in the AR experience. Future studies on ARnopoly should take into account the use of cards
and physical paws in the virtual play.
      </p>
    </sec>
  </body>
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