Concepedia

TLDR

The interactive drama Façade places players in a married couple's apartment, where they interact mainly through conversation and object manipulation. The study investigates how immersive technologies affect presence and engagement in Façade. Participants experienced three versions of Façade: an AR version, a desktop version with speech input, and a desktop version with typed input. AR increases presence, but higher presence alone does not guarantee engagement, and mediation may be required for full engagement.

Abstract

In this paper we present the results of a qualitative, empirical study exploring the impact of immersive technologies on presence and engagement, using the interactive drama Façade as the object of study. In this drama, players are situated in a married couple's apartment, and interact primarily through conversation with the characters and manipulation of objects in the space. We present participants' experiences across three different versions of Façade -- augmented reality (AR) and two desktop computing based implementations, one where players communicate using speech and the other using typed keyboard input. Through interviews and observations of players, we find that immersive AR can create an increased sense of presence, confirming generally held expectations. However, we demonstrate that increased presence does not necessarily lead to more engagement. Rather, mediation may be necessary for some players to fully engage with certain interactive media experiences.

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