Soon into the sessions it was clear that designing Augmented Reality (AR) games presents unique challenges.
Unlike traditional games, AR games require examining body movements and shapes to ensure accurate mapping of real-world elements to a virtual world. Factors such as room size and the positioning of cameras or sensors can significantly impact how the games are played and experienced. For instance, if a room is too short or narrow, certain body movements can be restricted, preventing the game from functioning as intended. Additionally, if a person is particularly short or tall or has very short or long arms, this can influence how sensors pick up their body movements. Other factors, such as the presence of non-players moving behind or in front of the cameras, can also affect the experience. Sometimes, sensors or cameras mistakenly lock onto non-players, disrupting the gaming experience for the user.
These factors influenced how participants experienced the games. Some pairs struggled to join the games together because the sensor did not recognise a second player standing in front of the camera, particularly if they were relatively small. Certain games failed to pick up some body movements, while others incorrectly registered body movements, not recognising them as the correct technique. In some cases, in-game objects that participants were supposed to "touch" or "grab" were impossible to reach, either because the participants’ arms were too short or because they required hitting a wall to grab them.