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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Corresponding author.
saifeddin.al-imamy@zu.ac.ae (S. Alimamy); m.chylinski@unsw.edu.au (M. Chylinski); welf.weiger@alfaisal.edu (W.H.
Weiger)</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Smart City Design for Urban Resilience: Can Gamified AR Interventions Enhance Value-in-Being?⋆</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Saif Alimamy</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Mathew Chylinski</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Welf Hermann Weiger</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>College of Business, Alfaisal University</institution>
          ,
          <addr-line>P.O. Box 50927, 11533 Riyadh</addr-line>
          ,
          <country country="SA">Saudi Arabia</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>College of Business, Zayed University</institution>
          ,
          <addr-line>P.O. Box 19282, Dubai</addr-line>
          ,
          <country country="AE">United Arab Emirates</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>UNSW Business School, University of New South Wales</institution>
          ,
          <addr-line>Cnr Union Rd &amp; College Rd, UNSW Sydney, Kensington NSW 2033</addr-line>
          ,
          <country country="AU">Australia</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2025</year>
      </pub-date>
      <volume>000</volume>
      <fpage>0</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>This research examines whether augmented reality (AR) and gamification can foster dwelling and immersive experiences in smart cities, thereby enhancing value-in-being (VIB). Grounded in the VIB paradigm, the authors argue that AR interventions, by evoking contextual enhancements, can enhance dwelling (feelings of belonging, meaning, and authenticity) and immersive experiences while gamification moderates their impact. Based on a between-subject scenario experiment with repeated measures and a difference-in-differences analysis, this study provides preliminary insights for urban planners and policymakers on how to enrich urban environments, ultimately enhancing VIB and fostering urban resilience.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;augmented reality</kwd>
        <kwd>dwelling</kwd>
        <kwd>gamification</kwd>
        <kwd>smart cities</kwd>
        <kwd>urban resilience</kwd>
        <kwd>value-in-being1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Urban resilience—understood as a city’s capacity to navigate risks and opportunities by managing
resources [
        <xref ref-type="bibr" rid="ref2 ref20">2,20,43</xref>
        ]—is often linked with physical infrastructure. However, its true foundation lies
in the value that residents derive from their immediate surroundings, which contributes to
residents well-being at the individual level and urban resilience at the aggregated level.
      </p>
      <p>
        So-called smart cities—where stakeholders collaborate to enhance system efficiency,
engagement, and quality of life[
        <xref ref-type="bibr" rid="ref34">34</xref>
        ]—rely heavily on technologies, particularly augmented reality
(AR)[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ], to foster well-being by modernizing urban spaces and enhancing residents' experiences
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Immersive technologies aim to create rich, culturally layered experiences in public spaces. A
popular approach to boost AR’s capacity to facilitate more engaging experiences is
gamification[
        <xref ref-type="bibr" rid="ref14 ref5">5,14</xref>
        ]. Understood as the use of game design elements in non-game contexts[
        <xref ref-type="bibr" rid="ref6">6</xref>
        ],
gamification has the potential to enhance residents’ engagement with AR interventions[
        <xref ref-type="bibr" rid="ref38">38</xref>
        ] to
foster experiences that enhance interactions with urban spaces.
      </p>
      <p>
        This research is guided by the emerging design paradigm of value-in-being (VIB), which
represents an alternative to the value-in-use concept[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. It describes a more comprehensive,
systemic understanding of value co‐creation. It is particularly useful to emphasize the importance
of experiential value in urban spaces for resident’s well-being. VIB shifts the focus from merely
optimizing a city’s physical and operational aspects to enhancing the lived experiences of its
residents. Based on the VIB paradigm, we argue that AR experiences operate through dwelling—a
state of being rooted in and connected to one’s environment, enabling a meaningful existence[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]—
and immersive experiences—a state of deep engagement with one’s surroundings[
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]—in enhancing
VIB. Collectively, enhancing residents’ VIB contributes to fostering a more resilient urban
environment[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ].
      </p>
      <p>In this research, we explore how to facilitate dwelling and immersive experiences by integrating
AR and gamification in the context of smart cities. To achieve this, we focus on examining AR
interventions in a smart city environment through a controlled scenario experiment, assessing
their effectiveness in fostering dwelling and immersive experiences in urban spaces that ultimately
support VIB. Additionally, we aim not only to validate the technical feasibility of integrating AR
and gamified experiences in smart city development but also to provide valuable insights into their
impact on enhancing dwelling experiences, VIB, and, by extension, urban resilience on an
aggregated level.</p>
      <p>This study contributes to the evolving field of smart city development by examining how
integrating AR with gamification can facilitate dwelling and immersive experiences, ultimately
enhancing VIB in urban environments. Shifting focus from functional benefits to the creation of
engaging and contextually relevant experiences, this research aims to advance understanding of
the hallmarks of smart city design. The contribution of this research lies in providing a novel
framework for urban planners and policymakers that prioritizes VIB.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Conceptual Framework</title>
      <sec id="sec-2-1">
        <title>2.1. Research Model</title>
        <p>The research model (see Figure 1) links AR experiences—designed to evoke either cultural
narratives or contextual enhancements—to dwelling experiences and, ultimately, VIB. Gamified
experiences serve as a moderating variable, shaping the effect of AR experiences on dwelling and
immersive experiences and their subsequent impact on VIB. In the following, we provide a
rationale for the proposed relationships and detail the components included in the research model.</p>
        <p>
          As mentioned above, we base our research model on the recently introduced VIB paradigm and
apply it to the context of smart cities. The VIB paradigm stems from service research and focuses
on identifying interconnected elements and establishing the context of one’s (service) environment
that enables customers to achieve a state of dwelling, expanding their awareness of the service
experience beyond purely functional benefits[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
        <p>
          In the context of our research, AR technology represents an enabler that reveals the
interconnectedness within one’s environment. For instance, in the context of smart cities, AR
interventions can immerse residents by overlaying contextual information[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Previous VIB
research suggests that dwelling arises from experiences that are perceived as meaningful, and
authentic while also fostering a sense of belonging within one’s environment. Dwelling
experiences connect residents to an urban area’s narratives and lead to a richer, more holistic
awareness of their surroundings, which is associated with increased VIB[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Immersive
experiences, on the other hand[
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], can be triggered through highly engaging interventions[
          <xref ref-type="bibr" rid="ref38">38</xref>
          ].
        </p>
        <p>In sum, the research model implies that AR experiences (rooted in contextual enhancements)
directly influence dwelling and immersive experiences by fostering connections to the
environment. Dwelling and immersive experiences, in turn, mediate the relationship between AR
experiences and VIB, as the sense of rootedness and belonging derived from these interactions
contributes to residents’ well-being. Gamified experiences act as a moderating variable, shaping
how AR experiences enhance dwelling and immersion by adding engaging elements that might
amplify connection, belonging, and engrossment. Together, these relationships highlight the
interplay of technology, environment, and interaction in creating meaningful, value-driven
outcomes in smart urban environments. In the following sections, we provide the conceptual
background for the constructs included in the research model.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Dependent Variable: Value-in-Being</title>
        <p>
          VIB represents a paradigm shift in value co-creation, focusing on the meaningfulness and
emotional interconnectedness of existence rather than utilitarian goal attainment[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Rooted in
Heideggerian philosophy[
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], it emphasizes the integration of tangible and intangible elements in
one’s environment and the process of meaning-making to foster immersive and authentic
experiences. Unlike the transactional nature of value-in-use, VIB arises from dwelling within the
broader service ecosystem, engaging with cultural, social, and environmental dimensions. This
concept highlights the importance of meaningful experiences in service design, enabling
individuals to derive well-being from their interactions within their environment. It shifts the focus
from functional utility to creating a holistic sense of belonging and purpose in an individual’s daily
life.
        </p>
        <p>
          Following prior VIB research[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], we conceptualize VIB as the value residents derive from being
connected to their surrounding. In the context of AR experiences in smart cities, VIB reflects the
profound sense of connection and purpose individuals gain from technology-driven interactions
that seamlessly integrate digital and physical environments, fostering a deep sense of belonging to
the urban space. These experiences transcend the mere functional benefits of technology, creating
an enriched and rooted state of being that enhances residents’ well-being. In what comes next, we
describe dwelling and immersive experiences as antecedents of VIB[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ].
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Mediating Variables</title>
      </sec>
      <sec id="sec-2-4">
        <title>2.3.1. Dwelling Experiences</title>
        <p>
          Dwelling experiences, as conceptualized within the Heideggerian framework, are characterized by
sustainability, rootedness, and a profound connection to one’s environment[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. These experiences
represent an ongoing process of interconnections with tangible and intangible elements in the
environment. Unlike the functional focus of value-in-use-oriented technology design, dwelling
experiences guide technology design by considering how technology interactions can foster
emotionally connected and meaningful existence. They involve emotional and cognitive presence,
sparking a sense of belonging and ecological preservation. Dwelling experiences not only anchor
individuals in their environment but also facilitate the co-creation of value-in-being by enabling
reflective and authentic engagement with their surroundings.
        </p>
        <p>
          Dwelling experiences comprise three key dimensions: belonging, meaning, and authenticity.
Belonging forms the foundation where individuals feel integrated into their environment, fostering
a sense of safety, community, and emotional resonance that enhances their capacity for
wellbeing[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Meaning arises through the active process of making sense of one’s environment by
uncovering its interrelated structures and histories[
          <xref ref-type="bibr" rid="ref35">35</xref>
          ]. By connecting to the broader
interconnectedness of the intangible and tangible elements in one’s environment, individuals
derive purpose and significance from their experiences. Finally, authenticity ensures that these
experiences are genuine and aligned with intrinsic values and the higher purpose of the
environment[
          <xref ref-type="bibr" rid="ref15">15</xref>
          ]. Authenticity reinforces the depth and credibility of dwelling experiences,
ensuring that they resonate meaningfully with individuals. Together, these dimensions reflect
dwelling experiences that enrich human existence and enhance well-being.
        </p>
      </sec>
      <sec id="sec-2-5">
        <title>2.3.2. Immersive Experiences</title>
        <p>
          Immersive experiences involve deep engagement with one’s surroundings, where consciousness is
fully absorbed into the urban space, enabling seamless and transformative interactions[
          <xref ref-type="bibr" rid="ref1 ref8">1,8</xref>
          ]. These
experiences create a captivating sense of presence and engrossment[
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], blurring the lines between
the physical and digital worlds, fostering a stronger connection to the environment. Moreover,
they can significantly influence residents’ perceptions, turning routine urban interactions into
memorable, impactful encounters that enhance personal well-being.
        </p>
      </sec>
      <sec id="sec-2-6">
        <title>2.4. Augmented Reality</title>
        <p>
          In terms of the AR technology deployed in this research, we focus on AR cloud (ARC) applications
that leverage traditional AR features (e.g., digital overlays in real-world environments)[
          <xref ref-type="bibr" rid="ref16 ref30">16,30</xref>
          ] to
facilitate experiences of the transitory metaverse—that is, real-time interactions and collaboration,
high content flexibility, contextual awareness, and personalized experiences[
          <xref ref-type="bibr" rid="ref3">3,44</xref>
          ].
        </p>
        <p>
          ARC represents an evolution of AR and lifelogging, which involves capturing (i.e., storing, and
sharing experiences and information from the physical world), integrating real-time contextual
awareness, decentralized content creation, dynamic personalization, and immersive engagement
into a unified digital-physical ecosystem[
          <xref ref-type="bibr" rid="ref27 ref3">3,27</xref>
          ]. It builds on AR’s spatial capabilities (i.e., spatial AR)
to offer multilayered interactions where users can access continuously updated content[
          <xref ref-type="bibr" rid="ref33">33</xref>
          ]. Unlike
static AR applications, ARC relies on decentralized control, allowing for value co-creation and
empowering users to actively contribute in shaping their digital environments and AR experiences
[
          <xref ref-type="bibr" rid="ref17 ref9">9,17</xref>
          ]. ARC also enables personalization of features to further enhance experiences by dynamically
adapting to preferences while maintaining a balance between customization and privacy
concerns[
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. Additionally, ARC excels in fostering authentic interactions by enabling real-time
collaboration, overcoming the linear nature of content in traditional AR, and adding a dynamic
layer [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ]. By merging lifelogging’s immediacy with AR’s immersion, ARC offers a holistic approach
to integrate experiences of the transitory metaverse (see above).
        </p>
      </sec>
      <sec id="sec-2-7">
        <title>2.5. Moderator: Gamification</title>
      </sec>
      <sec id="sec-2-8">
        <title>2.5.1. Motivational Experiences of Gamified Services</title>
        <p>
          In this resarch, we examine gamified interactions in smart city environments through the lens of
motivational user experiences—namely, social comparison, self-development, social connectedness,
expressive freedom[
          <xref ref-type="bibr" rid="ref14 ref38 ref5">5,14,38,40-42</xref>
          ]—arising from using non-game AR interventions enhanced with
game design elements (e.g., leaderboards, badges)[
          <xref ref-type="bibr" rid="ref19 ref6">6,19</xref>
          ]. This is because prior research argues that
the effectiveness of gamification stems from the experiences it provides during service
consumption[
          <xref ref-type="bibr" rid="ref14 ref19 ref5">5,14,19</xref>
          ]. Several literature reviews on gamification conclude that the enhanced
experiences stemming from game design elements represent motivational drivers of the activities
underlying the gamified service. For instance, Sheffler et al[.32] found in a large-scale field
experiment involving a gamified biking commuting program that social sharing as part of the
reward badge design (i.e., experiencing social connectedness) is related to increased ridership.
        </p>
        <p>
          Literature differentiates four engaging motivational experiences arising from interacting with
gamified services: social comparison, self-development, social connectedness, and expressive
freedom[
          <xref ref-type="bibr" rid="ref25 ref5">5,25,42</xref>
          ]. Social comparison is understood as perceptions of competition evoked, for
instance, from benchmarking one’s own achievements against those of others[40]. Self-development
refers to experiences of achievement, being challenged through the activity itself (not by others),
and making progress, which can result from the continued development of abilities and skills[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ].
Social connectedness reflects experiences of social interaction and cooperation resulting from the
formation of interpersonal attachments[40]. Lastly, expressive freedom is characterized by
experiencing free choice and self-expression during technology use, allowing individuals to act in
their own interest with a lot of autonomy[42].
        </p>
      </sec>
      <sec id="sec-2-9">
        <title>2.5.2. Literature Review on Gamification in Urban Development</title>
        <p>
          As we aim at creating implications for urban development, we now discuss the emerging research
on deploying gamification to tackle urban challenges. Previous studies in this stream highlighted
gamification’s potential to address urban planning challenges. For instance, a study on the Beta
Blocks initiative in Boston has demonstrated how gamified prototypes can empower local
communities to influence urban technology deployment, evoking social connection through
collaborative governance[
          <xref ref-type="bibr" rid="ref12">12</xref>
          ]. Another study examined how gamification can deploy experiences of
self-development to address post-COVID-19 urban challenges, such as managing public spaces
through wayfinding and social distancing games, thereby promoting health and resilience[
          <xref ref-type="bibr" rid="ref4">4</xref>
          ].
        </p>
        <p>
          Moreover, researchers have developed frameworks like Anagenesis[
          <xref ref-type="bibr" rid="ref36">36</xref>
          ] and Game.UP[
          <xref ref-type="bibr" rid="ref28">28</xref>
          ] to
further underscore gamification’s role in transforming hierarchical urban governance into
participatory systems, leveraging playful and interactive tools to motivate public involvement and
ensure democratic urban design. These studies indicate that gamification can make urban
technologies more human-centric and enhance their experiential value, bridging gaps between
technological systems and the VIB paradigm [
          <xref ref-type="bibr" rid="ref29">29,39</xref>
          ]. Despite these advancements, the integration
of AR experiences and gamification and how it is related to dwelling experiences and VIB still
remains understudied.
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Methodology</title>
      <sec id="sec-3-1">
        <title>3.1. Setting and Experimental Design</title>
        <p>We conducted an online scenario experiment using a between-subject 2 (AR: contextual
enhancements present vs. absent) × 2 (gamification: gamified vs. non-gamified) factorial design,
incorporating a control group (no AR, non-gamified) with repeated measurements. As we intend to
conduct a difference-in-differences (DID) analysis (see below), we measured the focal mediating
and outcome variables both before and after the treatments to evaluate changes in participants’
dwelling and immersive experiences as well as VIB. This approach allows us to isolate and quantify
the incremental impact of each treatment by comparing changes in outcomes over time between
the treatment groups and the control group.</p>
        <p>
          In line with previous research[
          <xref ref-type="bibr" rid="ref37">37</xref>
          ], we recruited 155 participants through Prolific for the online
scenario experiment in return for a nominal payment. We situate our study in Dubai, a city at the
forefront of smart city innovation due to the United Arab Emirates’ rapid urbanization and
technological progress[
          <xref ref-type="bibr" rid="ref22">22</xref>
          ]. Initially, all participants were exposed to a control scenario, which
simulated standing in front of the Burj Khalifa in Dubai with a smartphone displaying smart city
details related to the tower from Wikipedia. This control scenario facilitated the pre-treatment
measurement, where, following an attention check, participants responded to items measuring
dwelling and immersive experiences, as well as VIB.
Subsequently, participants were randomly assigned to one of the following three groups:
(1) Control Group: Repeated exposure to the control scenario.
(2) AR Experience Group: Exposure to a scenario overlaying smart city details on the
smartphone screen’s camera picture to trigger AR experiences.
(3) AR and Gamified Experience Group (Moderator): Exposure to the AR scenario
supplemented with gamified elements including a badge, a pathfinder, and a progress bar
to trigger self-development as a motivational experience.
        </p>
        <p>The information across the three scenarios was kept constant. After processing these scenarios,
participants completed the same set of items as in the pre-treatment measurement to assess
posttreatment measurements of the mediating variables (dwelling and immersive experiences) and the
outcome variable (VIB). This design allows for the examination of changes in participant responses
due to triggering AR and gamified experiences, isolating the effects of these manipulations. All
materials are provided in Figures 2 - 4.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Measures</title>
        <p>
          We measure all construct items using a 7-point Likert scale, anchored by 1 = “Strongly disagree”
and 7 = “Strongly agree”. Given that the VIB paradigm has only recently been introduced to the
marketing literature[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ], a scale to measure its key outcome (i.e., VIB) has yet to be developed. To
address this, we rely on established well-being scales to approximate VIB. Specifically, we follow
Wolf et al.[40] and measure well-being using four items adapted from Diener et al.[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ] to assess life
satisfaction, and three items adapted from Ryff[
          <xref ref-type="bibr" rid="ref31">31</xref>
          ] to capture personal growth. We adapted these
items to match the context of our experimental study to measure the dependent variable of our
research model (see Table 1). Factor analysis revealed that the items of both constructs load onto
one single factor (all factor loadings &gt; 0.74; Eigenvalue = 5.14; variance explained = 96.53%). To
facilitate interpretability, we summarize it by calculating one mean score for the subsequent
analysis. Cronbach’s alpha (α) indicates construct reliability (α = 0.95).
        </p>
        <p>
          To capture dwelling experiences, we deploy a self-developed scale encompassing its three
dimensions—belonging, meaning, and authenticity—as suggested by Alimamy et al.[
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. Factor
analysis results indicate that the items of the three dimensions load onto one single factor (all
factor loadings &gt; 0.69; Eigenvalue = 5.69; variance explained = 92.73%), with high reliability (α =
0.95). We measured immersive experiences using items adapted from Agarwal and Karahanna[1; α
= 0.93]. We again take the mean scores for later analysis. The measurement items of dwelling and
immersive experience are depicted in Table 2.
        </p>
      </sec>
      <sec id="sec-3-3">
        <title>3.3. Difference-in-Difference Analysis</title>
        <p>
          The goal of this research is to understand how triggering AR and the addition of gamified
experiences influence resident’s dwelling and immersive experiences and VIB in turn in a smart
city context. We follow prior research[
          <xref ref-type="bibr" rid="ref11 ref13 ref26">11,13,26</xref>
          ] and deploy the DID approach. This approach
allows us to compare changes in the experiences of participants exposed to AR and gamification
(treatment groups) against those who were not exposed to these features (control group) from
before until after the treatments.
        </p>
        <p>We leverage the DID approach in this research because it allows us to isolate the changes in
dwelling and immersive experiences as well as VIB after establishing a consistent baseline using
the control scenario across all participants and then exposing some participants to the treatment
conditions. DID modeling enables us to estimate an unbiased treatment effect, assessing whether
exposure to AR and gamification leads to significant changes in dwelling and immersive
experiences compared to the control group.</p>
        <sec id="sec-3-3-1">
          <title>I felt a deep connection during the experience.</title>
        </sec>
        <sec id="sec-3-3-2">
          <title>Dwelling (Meaning)</title>
        </sec>
        <sec id="sec-3-3-3">
          <title>The experience was meaningful to me.</title>
        </sec>
        <sec id="sec-3-3-4">
          <title>The experience gave me a sense of belonging.</title>
        </sec>
        <sec id="sec-3-3-5">
          <title>The experience fostered a feeling of community.</title>
        </sec>
        <sec id="sec-3-3-6">
          <title>The experience aligned with my personal values.</title>
        </sec>
        <sec id="sec-3-3-7">
          <title>The experience reflected my interests and lifestyle.</title>
        </sec>
        <sec id="sec-3-3-8">
          <title>Dwelling (Meaning)</title>
        </sec>
        <sec id="sec-3-3-9">
          <title>The experience genuinely reflected the city’s core values.</title>
        </sec>
        <sec id="sec-3-3-10">
          <title>Immersion</title>
        </sec>
        <sec id="sec-3-3-11">
          <title>The experience felt authentic and true to its purpose.</title>
        </sec>
        <sec id="sec-3-3-12">
          <title>I felt so involved in the experience that the outside world faded away.</title>
        </sec>
        <sec id="sec-3-3-13">
          <title>I was fully immersed in the experience.</title>
        </sec>
        <sec id="sec-3-3-14">
          <title>The experience allowed me to take a break from everyday life.</title>
          <p>The rationale behind DID is to control for all time-invariant differences between the treatment
and control groups, as well as any trends over time that affect both groups equally. To do so, we
first need to construct a time variable Timeit, which takes on the value of 0 before the treatment
(i.e., AR-treatment with or without gamification elements) and 1 after the treatment for all
participants (i.e., reflecting the two time periods in our study). This time variable captures any
general trends affecting both the treatment and control groups across the two time periods in our
scenario experiment.</p>
          <p>Second, we need to construct the variable AR-treatmenti, which is a binary indicator variable
that captures whether a participant is in the treatment group (1; exposed to AR) or in the control
group (0; not exposed to AR). Likewise, we create the variable Gamificationi, which takes on the
value of 1 when a participant was exposed to the gamified AR-treatment and 0 when not.</p>
          <p>Third, the equations modeling the treatment effects need to include two interaction terms: Timeit
× AR-Treatmenti and Timeit × AR-Treatmenti × Gamificationi. The first interaction term models the
differential effect of being in the AR-treatment group after the intervention is introduced,
compared to before the treatment and relative to the control group. The second interaction term
enables the model to estimate the effect of the second treatment—that is, gamification in addition to
AR, It is worth noting that this effect is nested in (or layered on top of) the first AR-treatment
effect. This allows us to quantify the additional impact of enhancing the AR treatment with
gamification over time. Importantly, the main effects ofAR-Treatmenti and Gamificationi cannot be
estimated directly, as they always take on the value of 0 in the control group.</p>
          <p>As we aim to examine the treatment effects on both dwelling and immersive experiences, it is
necessary to estimate a separate equation for each, incorporating the variables and interactions
previously outlined. Additionally, we are interested in exploring how dwelling and immersive
experiences influence VIB. This leads to the following equation system:
(1) Dwellingit = β0 + β1Timeit + β2Timeit × AR-Treatmenti + β3Timeit × AR-Treatmenti ×</p>
          <p>Gamificationi + ϵit
(2) Immersionit = γ0 + γ1Timeit + γ2Timeit × AR-Treatmenti + γ3Timeit × AR-Treatmenti ×</p>
          <p>Gamificationi + νit
(3) Value-in-Beingit = λ0 + λ1Dwellingit + λ2Immersionit +μit
with ϵ, ν, and μ representing the error terms.</p>
        </sec>
      </sec>
      <sec id="sec-3-4">
        <title>3.4. Method</title>
        <p>
          The above mentioned equation system requires an analysis method that accounts for potentially
correlated error terms across the equations. We therefore follow prior literature[
          <xref ref-type="bibr" rid="ref23 ref24">23-24</xref>
          ] and employ
the seemingly unrelated regressions (SUR) method[45]. SUR allows for efficient parameter
estimates by accounting for potential correlations among error terms across different regression
equations. This approach is particularly advantageous considering the relationships proposed in
our research model, where dwelling and immersive experiences represent dependent variables in
one equation respectively but become independent variables in another equation. As a result, each
equation’s error term may not be independent[
          <xref ref-type="bibr" rid="ref21">21</xref>
          ]. The use of SUR, as opposed to separate ordinary
least squares regressions, allows for more precise estimation by exploiting the information
contained in the error terms’ covariance structure. A key assumption of SUR is that the errors
across the equation system are correlated. A significant Breusch–Pagan test of independence (χ² =
193.061; p &lt; 0.001) strongly rejects the null hypothesis of independent equations. This provides
evidence that it is appropriate to apply the SUR method.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Results</title>
      <p>
        The central identifying assumption of the DID model is the parallel trends assumption, which
posits that, aside from the intervention, the treatment and control groups should follow similar
trends over time [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. This means that any differences between pre- and post-treatment
measurements (e.g., participant fatigue; [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]) in both the AR and gamified AR groups, compared to
the control group, can be attributed solely to the treatment effect. To ensure whether the parallel
trends assumption is met, we plot the average dwelling and immersion values before and after the
AR-treatment for the treatment and AR groups (see Figure 5). The plot reveals similar trajectories
in average dwelling and immersion values for both the AR treatment and control groups before and
after the treatment, suggesting that the parallel trends assumption is met.
      </p>
      <p>We display the results of the SUR estimation in Table 3. The results reveal a significant effect of
the AR-treatment on dwelling experiences (β2 = 0.61, p &lt; 0.05), indicating that AR exposure
enhances dwelling experiences compared to the control group. Interestingly, adding gamification
to the AR-treatment does not significantly strengthen this effect (β3 = ‒0.17, p = 0.549). We do not
find any significant effects of the AR-treatmeant or the gamified AR-treatment on immersive
experiences (all p &gt; .400). Lastly, as expected, the results demonstrate that both dwelling (λ1 = 0.59,
p &lt; 0.001) and immersive experiences (λ2 = 0.26, p &lt; 0.001) experiences significantly increase VIB.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Discussion</title>
      <p>In line with the VIB paradigm, the results provide evidence that dwelling and immersive
experiences significantly enhance VIB, confirming their importance in smart city contexts.
However, while AR improved dwelling experiences, it did not have a significant impact on
immersive ones. Surprisingly, adding gamification elements to AR experiences did not enhance
either dwelling or immersive experiences. One possible explanation for these findings is the
limitation imposed by the online format of the experiment, which may not have effectively
captured the interactive and engaging potential of AR and gamification. The nonsignificant effects
of the treatments on immersive experiences further point to this alternative explanation.</p>
      <p>Given these insights, future research should consider employing actual AR technologies,
potentially using virtual reality glasses, to create a more interactive experience. This approach
would allow researchers to explore the full potential of AR and gamification in enhancing resident
experiences within smart city environments. By leveraging real-world AR technologies and letting
participants engage with gamification elements, future studies could more realistically simulate
smart city settings.</p>
      <p>Based on our results, it is evident that AR can enhance urban resilience, demonstrating its
potential to improve engagement and interaction within urban environments. However, our
findings suggest that gamification, specifically when based on elements aimed at triggering
selfdevelopment, does not yield the same benefits. This suggests that the chosen gamification elements
may not align with the context of urban settings. Future research could explore other motivational
experiences stemming from gamification, such as social comparison or cooperation[40] to identify
how gamification can contribute to urban resilience.
[39] Verhulsdonck, G., Weible, J. L., Helser, S., &amp; Hajduk, N. (2023). Smart Cities, Playable Cities,
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[40] Wolf, T., Jahn, S., Hammerschmidt, M., &amp; Weiger, W. H. (2021). Competition Versus
Cooperation: How Technology-Facilitated Social Interdependence Initiates the
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[41] Wolf, T., Weiger, W. H., &amp; Hammerschmidt, M. (2018). Gamified Digital Services : How
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[42] Wolf, T., Weiger, W. H., &amp; Hammerschmidt, M. (2020). Experiences That Matter? The
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