Augmented reality in an amusement park environment : AR concept for Linnanmäki
Hänninen, Nelli (2020)
Hänninen, Nelli
2020
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Julkaisun pysyvä osoite on
https://urn.fi/URN:NBN:fi:amk-202005057255
https://urn.fi/URN:NBN:fi:amk-202005057255
Tiivistelmä
The objective of this thesis was to answer the question of whether an augmented reality game application would bring added value into the customer experience in Linnanmäki amusement park.
The research of this thesis included investigating the given target audience’s gaming habits to figure out their main motivators, which was achieved by reading through existing research after which surveys, interviews and application testing sessions were held with target audience members. Also included in the thesis research was an introduction into augmented reality as a technology and its uses today in gaming and the amusement park environment.
The productive part of this thesis included the creation of user personas based on the research data, a co-creation workshop conducted with target audience members to create game concepts and two user journey maps constructed for the two personas.
Due to time and resource limitations for this project, no feasible product for testing was created and therefore no testing of a prototype in the real environment was conducted. Prototype testing would have yielded further and more precise data to answer the question. Despite this, the data collected was able to answer the question on some level and generate a valuable research data base for possible further development of the product.
The research of this thesis included investigating the given target audience’s gaming habits to figure out their main motivators, which was achieved by reading through existing research after which surveys, interviews and application testing sessions were held with target audience members. Also included in the thesis research was an introduction into augmented reality as a technology and its uses today in gaming and the amusement park environment.
The productive part of this thesis included the creation of user personas based on the research data, a co-creation workshop conducted with target audience members to create game concepts and two user journey maps constructed for the two personas.
Due to time and resource limitations for this project, no feasible product for testing was created and therefore no testing of a prototype in the real environment was conducted. Prototype testing would have yielded further and more precise data to answer the question. Despite this, the data collected was able to answer the question on some level and generate a valuable research data base for possible further development of the product.