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Computers 2018, 7(1), 19; doi:10.3390/computers7010019

Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies

Department of Computer Science, Electrical and Space Engineering, Luleå University of Technology, 97187 Luleå, Sweden
Current address: Forskargatan 1, 931 87 Skellefteå, Sweden
Received: 31 January 2018 / Revised: 28 February 2018 / Accepted: 1 March 2018 / Published: 3 March 2018
(This article belongs to the Special Issue Advances in Mobile Augmented Reality)
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Augmented reality (AR) has evolved from research projects into mainstream applications that cover diverse fields, such as entertainment, health, business, tourism and education. In particular, AR games, such as Pokémon Go, have contributed to introducing the AR technology to the general public. The proliferation of modern smartphones and tablets with large screens, cameras, and high processing power has ushered in mobile AR applications that can provide context-sensitive content to users whilst freeing them to explore the context. To avoid ambiguity, I define mobile AR as a type of AR where a mobile device (smartphone or tablet) is used to display and interact with virtual content that is overlaid on top of a real-time camera feed of the real world. Beyond being mere entertainment, AR and games have been shown to possess significant affordances for learning. Although previous research has done a decent job of reviewing research on educational AR applications, I identified a need for a comprehensive review on research related to educational mobile AR games (EMARGs). This paper explored the research landscape on EMARGs over the period 2012–2017 through a systematic literature review complemented by two case studies in which the author participated. After a comprehensive literature search and filtering, I analyzed 31 EMARGs from the perspectives of technology, pedagogy, and gaming. Moreover, I presented an analysis of 26 AR platforms that can be used to create mobile AR applications. I then discussed the results in depth and synthesized my interpretations into 13 guidelines for future EMARG developers. View Full-Text
Keywords: education; games; augmented reality; mobile; review; case study; augmented reality platforms education; games; augmented reality; mobile; review; case study; augmented reality platforms

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This is an open access article distributed under the Creative Commons Attribution License which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. (CC BY 4.0).

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Laine, T.H. Mobile Educational Augmented Reality Games: A Systematic Literature Review and Two Case Studies. Computers 2018, 7, 19.

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