Research Article
KioskAR: An Augmented Reality Game as a New Business Model to Present Artworks
Table 1
The statements used in the questionnaire to evaluate the sense of presence.
| Questions |
| Involvement | Q1: I thought most about things having to do with the game. | Q2: I imagined precisely what the artworks were. | Q3: I thought the game could have personal meaning for me. | Q4: I considered things that were presented in the AR view. | Q5: The experience activated my thinking. |
| Interactivity | Q1: I felt as if I could interact with virtual kiosks. | Q2: I felt as if I could interact with virtual objects. |
| Spatial presence | Q1: At the end of the game, I felt as if I came back to reality. | Q2: At the start of the game, I felt as if I were entering a new world. | Q3: I felt as if I were part of a game that was not part of the reality. | Q4: All my senses were stimulated by the (game) experience. | Q5: The virtual objects felt real to me. |
| Social presence | Q1: I felt the presence of another person. | Q2: I feel that the person is watching me and is aware of my presence. | Q3: The person seemed alive to me. | Q4: I perceived the kiosks as computer-generated images, not as a real. | Q5: The thought that the kiosk was not real came often to my mind. |
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