Exploring the Impact of AR Games on Attention Concentration in Middle Childhood Children: A Demonstration Using Merge Cube as an Example
DOI:
https://doi.org/10.61173/dsznms77Keywords:
AR Games, Middle Childhood Children, Attention Concentration, Merge CubeAbstract
Online games, like cookies and candy, have gradually become a part of the life of school-age children, and have a certain impact on their psychology and behavior. Middle childhood children are transitioning from understanding their external behavior to understanding their internal quality. During this period, self-concept, higher-order emotions, and personality have gradually formed. What are the psychological motivations for primary school students to be addicted to virtual scenes of online games for a long time? What kind of impact would it have on their psychology and behavior? This article took the mechanism of scene mapping in children’s online games as the starting point to sort out the constraints and effects of virtual scenes constructed by existing Merge Cube games on children themselves. The experimental results showed that 77.85% of people believed that AR (Augmented Reality) games had a positive impact on children; 14.56% of people believed that AR games had a negative impact on children; 7.59% of people believed that AR games had no impact on children.
References
[1] Ullah M, Amin S U, Munsif M.Serious games in science education. A systematic literature review[J]. Virtual Reality & Intelligent Hardware, 2022, 4(3): 189-209.
[2] Cheah I, Shimul A S, Phau I. Motivations of playing digital games: A review and research agenda[J]. Psychology & Marketing, 2022, 39(5): 937-950.
[3] Lee J. Problem-based gaming via an augmented reality mobile game and a printed game in foreign language education[J]. Education and Information Technologies, 2022, 27(1): 743-771.
[4] Sharma S, Stylidis D, Woosnam K M. From virtual to actual destinations: do interactions with others, emotional solidarity, and destination image in online games influence willingness to travel?[J]. Current Issues in Tourism, 2023, 26(9): 1427-1445.
[5] Amanatidis N. Augmented reality in education and educational games-implementation and evaluation: a focused literature review[J]. Computers and Children, 2022, 1(1): 1-11.
[6] Kleftodimos A, Moustaka M, Evagelou A. Location-Based Augmented Reality for Cultural Heritage Education: Creating Educational, Gamified Location-Based AR Applications for the Prehistoric Lake Settlement of Dispilio[J]. Digital, 2023, 3(1): 18-45.
[7] Hassan S A, Rahim T, Shin S Y. ChildAR: an augmented reality-based interactive game for assisting children in their education[J]. Universal Access in the Information Society, 2022, 21(2): 545-556.
[8] Nordin N, Nordin N M, Omar W. The efficacy of REV- OPOLY augmented reality board game in higher education[J]. International Journal of Emerging Technologies in Learning (IJET), 2022, 17(7): 22-37.
[9] Park J, Ko D. Catch me if you can: effects of AR-enhanced presence on the mobile game experience[J]. Internet Research, 2022, 32(4): 1235-1263.
[10] Hou H T, Fang Y S, Tang J T. Designing an alternate reality board game with augmented reality and multi-dimensional scaffolding for promoting spatial and logical ability[J]. Interactive Learning Environments, 2023, 31(7): 4346-4366.
[11] Jin Y, Ma M, Zhu Y. A comparison of natural user interface and graphical user interface for narrative in HMD-based augmented reality[J]. Multimedia tools and applications, 2022, 81(4): 5795-5826.
[12] Shiau W L, Huang L C. Scale development for analyzing the fit of real and virtual world integration: an example of Pokémon Go[J]. Information Technology & People, 2023, 36(2): 500-531.
[13] Zhao D, Muntean C H, Chis A E.Game-based learning: enhancing student experience, knowledge gain, and usability in higher education programming courses[J]. IEEE Transactions on Education, 2022, 65(4): 502-513.
[14] Bahagia B, Wibowo R, Muniroh L.The Impact 0f Playing Games and the Role Of Parents to Control Student Behaviour in Online Learning From a Teacher’s Perspective Amid Pandemic Covid-19[J]. Jurnal Basicedu, 2022, 6(3): 5320-5328.
[15] Sadeghpour M, Mohammadi S, Ghazanfari S. On the Improvement of EFL Students’ Virtual Interaction via Gamebased Tasks[J]. Journal of Research in Techno-based Language Education, 2022, 2(3): 1-15.
[16] Lee S. CovidHunter: Augmented Reality Defense Game Developed using CoSpaces with Merge Cube[J]. Journal of Digital Contents Society, 2022, 23(2): 175-181.
[17] Probst C, Fetzer D, Lukas S, et al. Effects of using augmented reality (AR) in visualizing a dynamic particle model[J]. Chemkon, 2022, 29(4): 164-170.
[18] Liu Z, Li L, Zhang M, et al. FHL-cube: multi-constraint shortest path querying with flexible combination of constraints[J]. Proceedings of the VLDB Endowment, 2022, 15(11): 3112-3125.
[19] Mun I B, Lee S. The influence of parents’ depression on children’s online gaming addiction: testing the mediating effects of intrusive parenting and social motivation on children’s online gaming behavior[J]. Current Psychology, 2023, 42(6): 4991- 5000.
[20] Kurtubi M. Child Playing Online Game in the Sadd Al- Zari’ah’s Perspective[J]. Nusantara: Journal Of Law Studies, 2022, 1(1): 9-20.
Downloads
Published
Issue
Section
License
Copyright (c) 2024 by the authors.

This work is licensed under a Creative Commons Attribution 4.0 International License.
