Abstract
As see-through Mixed Reality Head-Mounted Displays (MRHMDs) proliferate, their usage is gradually shifting from controlled, private settings to spontaneous, public contexts. While location-based augmented reality mobile games such as Pokémon GO have been successful, the embodied interaction afforded by MRHMDs moves play beyond phone-based screen-tapping toward co-located, bodily, movement-based play. In anticipation of widespread MRHMD adoption, major technology companies have teased concept videos envisioning urban streets as vast mixed reality playgrounds-imagine Harry Potter-style wizard duels in city streets-which we term Immersive Mixed Reality Street Play (IMRSP). However, few real-world studies examine such scenarios. Through empirical, in-the-wild studies of our research-through-design game probe, Multiplayer Omnipresent Fighting Arena (MOFA), deployed across diverse public venues, we offer initial insights into the social implications, challenges, opportunities, and design recommendations of IMRSP. The MOFA framework, which includes three gameplay modes-''The Training'', ''The Duel'', and ''The Dragon''-is open-sourced at https://github.com/realitydeslab/mofa.
| Original language | English |
|---|---|
| Article number | CSCW498 |
| Journal | Proceedings of the ACM on Human-Computer Interaction |
| Volume | 9 |
| Issue number | 7 |
| DOIs | |
| Publication status | Published - 16 Oct 2025 |
Keywords
- awkwardness
- bystander inclusion
- co-located bodily play
- co-located mixed reality
- collaborative mixed reality
- game design
- pervasive games
- public spaces
- research in the wild
- safety concerns
- see-through head-mounted display
- social acceptance
- social augmented reality
- spontaneous encounters
- urban games
Cite this
- APA
- Author
- BIBTEX
- Harvard
- Standard
- RIS
- Vancouver