|Supervisor:||Prof. Gudrun Klinker|
|Advisor:||Plecher, David (@ne23mux)|
Augmented Reality (AR) is a technology where virtual objects are placed into the real world with the help of smartphones or so-called AR glasses to create more complex interactions and a more immersive experience. One application where AR finds usage are Escape Rooms. In these rooms, the player or group of players work together to solve several riddles. However, during the Covid-19 Pandemic, location-based Escape Rooms could not be played anymore. So other concepts have evolved, including some with AR. The goal of this thesis is to compare two of these concepts. Two escape room video games have been developed to accomplish this, which were designed as similar as possible, but with the difference that one uses Augmented Reality and one does not. A user study with n=15 people has been performed to examine differences and similarities in categories like enjoyment and usability. Additionally, the educational potential of both games is investigated and whether there are differences in motivation or learning outcome between a game using AR and one not. The result was that the AR version generally received a higher rating. Both games were rated as suitable for content delivery, however, with no significant difference between the versions.
Escape the Rooms are unique designed Rooms, where a player or a group of players have to solve complex riddles and accomplish tasks to achieve a higher goal, respectively to ”Escape the Room”. This has often to be done within a specific time limit to exert pressure on the participants.There are many different versions of Escape Room systems using different concepts. Most popular are the real life escape rooms and the board games. Nevertheless, also versions using augmented and virtual reality are getting more common.
For the thesis, two escape rooms have been developed, one with AR and one without.