HeyThere: Design and Evaluation of an Augmented Reality Multiplayer
Social Game
Wenxuan Zheng
1
, Yuzheng Wu
2
, Ziming Li
2 a
, Yue Li
1 b
, Diego Monteiro
3 c
and Hai-Ning Liang
2 d
1
Department of Computing, Xi’an Jiaotong-Liverpool University, Suzhou, China
2
Computational Media and Arts Thrust, The Hong Kong University of Science and Technology (Guangzhou),
Guangzhou, China
3
Immersion and Interaction Lab - LII, ESIEA, Laval, France
Keywords:
Augmented Reality, Head-Mounted Display, Social Gameplay, Multiplayer Game, Casual Gaming.
Abstract:
Augmented reality (AR) head-mounted displays (HMDs) have rapidly evolved and demonstrated great poten-
tial in various domains, especially for mobile scenarios, including social gaming. In this paper, we present
the design and evaluation of HeyThere, an AR HMD social game developed on the Microsoft HoloLens 2 and
designed to foster face-to-face interactions among strangers. The game aims to enhance social interaction by
facilitating initial ice-breaking and enabling users to build future interactions. It also introduces an element of
”serendipity” into the gaming experience. In the paper, we present our design choices for and implementation
of HeyThere, taking advantage of interaction with virtual pets. Our user studies indicate that such a game like
HeyThere promotes socialization with strangers and uncovers serendipitous aspects of life, thus enhancing
players’ overall life satisfaction. This research contributes to introducing a new approach to social gaming in
AR HMDs and provides valuable insights into the design and development of AR social games.
1 INTRODUCTION
Augmented reality (AR) head-mounted displays
(HMDs) have rapidly evolved in recent years and have
shown great potential in different areas, especially
where mobility is important (Kim et al., 2018; Lu
et al., 2021). The rise of the digital world and media
industries has created prerequisites for more creative
and innovative games. Building social games on AR
HMDs has also attracted increasing attention.
AR HMDs, such as HoloLens 2, can seamlessly
mix virtual objects with the real world, and support a
variety of input modalities, including 3D spatial ges-
tures (Zhao et al., 2025; Shi et al., 2023). They may
become a mainstream platform for the next generation
of social games (Chen et al., 2023). To cater to this
platform, it is important to understand its challenges
and opportunities in different environments. Thus, to
get feasible and informed lessons on AR-based social
a
https://orcid.org/0009-0004-7529-7176
b
https://orcid.org/0000-0003-3728-218X
c
https://orcid.org/0000-0002-1570-3652
d
https://orcid.org/0000-0003-3600-8955
games, we built an AR social casual game, HeyThere,
to explore the HMD-based social casual games play-
ing outdoors.
HeyThere is an AR HMD game aimed at
enhancing face-to-face social interaction between
strangers—it affords users who are not familiar with
each other a common connecting point to break the
ice, interact with each other through the game, and
then save contact information for future communica-
tion.
We developed HeyThere on Microsoft HoloLens
2 and used virtual pets to help strangers wearing an
AR HMD connect and interact with each other in a
safe way that minimizes the case where one party re-
jects the approach of the other. This is the case be-
cause players can break the ice more easily, as they
have a ”chance encounter” with a commonality (So-
cial Facilitation Triggered by Shared Context) rather
than just a cold introduction (Guerin and Innes, 1984;
Wood et al., 2015). These ”chance encounters” will
now be defined as serendipity, an aspect that can en-
hance the game experience.
The remainder of this paper is organized as fol-
Zheng, W., Wu, Y., Li, Z., Li, Y., Monteiro, D. and Liang, H.-N.
HeyThere: Design and Evaluation of an Augmented Reality Multiplayer Social Game.
DOI: 10.5220/0013142700003912
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 20th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications (VISIGRAPP 2025) - Volume 1: GRAPP, HUCAPP
and IVAPP, pages 577-587
ISBN: 978-989-758-728-3; ISSN: 2184-4321
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
577
lows. We present the related work in Section 2 where
we combed through the methods used in previous
studies related to HeyThere. In Section 3, we dis-
cuss the design principle, interface innovation, in-
teraction methods, and implementation of HeyThere.
Section 4 details the experiment, including the ap-
plied procedures and the results. Subsequently, Sec-
tion 5 presents our findings in the user study, gener-
ates new features for HeyThere, and discusses our fi-
nal design. Finally, Section 6 shows our future plan,
and Section 7 concludes our work.
2 RELATED WORK
2.1 Online Augmented Reality Games
Recent research has explored online AR games. A
benefit of AR games for social interaction is that play-
ers can interact with nearby people face-to-face be-
cause users have the ability to see their physical en-
vironment. AR technology serves more as a tool,
focusing on making the interaction between nearby
strangers efficient or triggering more positive inter-
action. JumpAR (Klimm et al., 2019), a mobile AR
game, supports co-located multiple players to build
a game scenario based on the real environment. In
the self-designed game scenario, the players can con-
trol the game character to play a Jump ‘n’ Run game.
However, this game design limits the game to familiar
locations and can only be played with friends. Fur-
thermore, Mulloni et al. (Mulloni et al., 2008) de-
signed an AR social game on handheld devices like
mobile phones. Research indicates that handheld de-
vices pose ergonomic challenges for AR social inter-
action, as prolonged device handling can cause user
fatigue. In addition, Xu et al. (Xu et al., 2008) found
that involving body movement as an additional inter-
action approach in the AR game can increase physical
presence and enhance the relationship between play-
ers.
Therefore, we chose AR HMDs as the platform
for our social game. Like virtual reality HMDs, AR
HMDs have the following advantages: (1) they have
the capability to involve multiple users (Chen et al.,
2021), (2) they can support various interaction modal-
ities, especially spatial interactions (Xu et al., 2019;
Zhao et al., 2025), (3) they are highly portable and
support seamless integration with the physical envi-
ronment and with other daily activities of users (Chen
et al., 2023; Lu et al., 2021; Guo et al., 2024a), and (4)
they provide high spatial awareness and can provide
real-time feedback (Monteiro et al., 2020; Luo et al.,
2022). In addition, researchers found that complex
gameplay in AR/VR social games may attract much
attention (Xu et al., 2024), which can cause players
to pay less attention to social interaction with other
players (Mulloni et al., 2008). Thus, as our game is
to allow social interaction, we paid attention to this
aspect and did not over-complicate the gameplay re-
quirements when designing the game.
A casual game is a game that is lightweight, re-
quires little knowledge, and is easy to play (Kultima,
2009). Studies have shown that even if players can-
not meet each other in person, playing online casual
games can still increase the liking of other players and
lead to positive perceptions of players’ characteris-
tics (Dabbish, 2008). In addition, casual games often
take only a few minutes to finish each round, making
it easier for players to start and end the game. There-
fore, to make our game work well with AR HMDs
and to make the socializing features in our game easy
to access in players’ lives, a multiplayer casual game
is a game type that fits our goals.
2.2 Serendipity
The term serendipity originated from Horace
Walpole’s fairy tale, The Three Princes of Serendip,
which narrates the adventures of three princes who
consistently stumble upon beneficial discoveries
without prior planning (Makri et al., 2015; van
Andel, 1994). Some scholars have conceptualized
serendipity as a tripartite construct encompassing
‘accident’, ‘sagacity’, and ‘happiness’ (Merton and
Barber, 2011). In the context of this paper, serendip-
ity is a stand in for unplanned social facilitation
triggered by Shared Context while engaged in unre-
lated pursuits. The idea that serendipitous encounters
lead to increased social engagement draws on the
theory of social facilitation, which posits that people
often modify their behavior in the presence of others
(Zajonc, 1965).
The proliferation and advances of mobile plat-
forms, such as smartphones, smart glasses, and
HMDs, facilitate the integration of real-world spa-
tiotemporal elements with virtual components (Shi
et al., 2023; Lu et al., 2021; Guo et al., 2024b),
thereby enhancing the gaming experience through
serendipity (Liang, 2012; P
´
anek et al., 2018). Em-
pirical studies have demonstrated a positive correla-
tion between serendipity and user satisfaction and en-
gagement (Chen et al., 2018). Incorporating cutting-
edge technologies such as AR and MR HMDs can fur-
ther enhance the gaming experience by eliciting ex-
citement and emotional engagement among players,
thereby promoting user satisfaction and prolonged in-
teraction (Chen et al., 2018).
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
578
2.3 Feasibility of Using AR HMDs for
Social Interaction
Although recent advances in AR HMD technology
have made them more accessible and user-friendly,
using AR HMDs for social interaction still presents
challenges, such as price (Xu et al., 2023), technical,
interaction, and psycho-physiological issues (Wenk
et al., 2021; Xu et al., 2020) and the user’s resistance
(Condino et al., 2020). Despite these challenges, there
are also opportunities for using AR HMDs for so-
cial interaction. AR HMDs can increase social pres-
ence and improve empathy by allowing users to ex-
perience the world from different perspectives (Guo
et al., 2022). This work aims to help us find further
insights into the design of an AR-based application,
like games, that could foster social engagement and
interaction, especially among people unfamiliar with
each other, through a case study.
3 HeyThere: INITIAL DESIGN
3.1 Game Principle and Logic
We designed HeyThere as a multiplayer social inter-
action game using AR HMDs. We opted for a ”ca-
sual” game format, as it allows players to quickly
learn and engage with the game, as highlighted in
previous studies on casual gaming and its accessibil-
ity benefits (Hamari and Keronen, 2017), making it
easily adaptable to real-life scenarios without causing
disruptions or requiring significant adjustments (Juul,
2010).
We employ the concept of ‘serendipity’ to aug-
ment opportunities for interacting with people in pub-
lic environments, such as a street, a shopping mall,
or a coffee shop. Serendipity is a promising interac-
tion approach for fostering easy engagement among
physically proximate strangers, particularly in pub-
lic spaces, by leveraging shared context to encour-
age spontaneous encounters (Paasovaara et al., 2016;
Guerin and Innes, 1984; Wood et al., 2015; Makri and
Blandford, 2012). The use of virtual pets as interme-
diaries further reduces social anxiety by shifting the
focus from direct interactions to interactions through
a shared digital medium.
We summarize the corresponding lessons from
a user study. In general, HeyThere contains three
stages. Figure 1 summarizes its workflow.
Figure 1: The flowchart of the initial design of HeyThere.
3.1.1 Stage One: Personal Involvement
As studies have shown, people tend to overvalue their
creations and acquisitions compared to others (Buc-
cafusco and Sprigman, 2010). This phenomenon can
be seen, for example, in RPGs, where players spend
hours customizing their characters’ appearance, even
though no measurable advantages will come out of it.
Therefore, we decided to include one customization
aspect of the game; this involves an active involve-
ment from the player in order to create a rapport be-
tween the player and the game.
To further increase this feeling of involvement in
the game, we proposed an exploratory element on
stage one to incentivize the feeling of accomplish-
ment of discovery and the serendipity element (Shim
et al., 2011). In Stage One, players can customize
their virtual pets and interact with other players’ pets
using AR HMDs, as shown in Figure 2a. Players
can perform hand- and gaze-based interactions in the
game. If a player shows interest in another player’s
pet, they can invite the other player to a battle game
in the next stage, with the application transitioning to
a new interface, as shown in Figure 2b. We define
this stage as a “weak interaction” because it involves
only interaction with the pets, not between the owner
players.
Figure 2: Stage One: (a) selecting a pet, (b) entering into
battle mode.
3.1.2 Stage Two: Initial Interaction
Players can choose to accept an invitation from an-
other player who interacted with their pets immedi-
ately or save it for later. In the Second Stage, players
engage in combat with their opponent’s pet, utilizing
hand movements, eye tracking, and/or vocal instruc-
tions, all of which are afforded by current AR HMDs.
HeyThere: Design and Evaluation of an Augmented Reality Multiplayer Social Game
579
Figure 3a depicts the whole gaming scenario. Upon
initiating the game via the start button, players can
manipulate the standard attack launcher using hand
gestures that cause it to move or rotate. This launcher
generates a standard attack gem every ve seconds,
as illustrated in Figure 3b and c. The game follows
a somewhat standard TCG combat mechanics whose
goal is to deplete the other players’ Health Points.
Thus, the game mechanics might appear familiar to
those who have played similar trading card games,
such as Pok
´
emon, where players engage in turn-based
battles.
Stage Two was designed to actively facilitate so-
cial interaction between players through the combat
scenario with a clear goal. Low-stakes gameplay, like
that in HeyThere, is a principle found in many social
games, as it does not require strong emotional attach-
ment from the beginning, thus lowering the barrier
for engagement and encouraging players to connect
without significant pressure. This approach aligns
with findings from social gaming research, suggest-
ing that low-pressure competitive interactions can act
as effective icebreakers and promote positive social
dynamics (Fonseca et al., 2020). This is the ra-
tionale to use battle instead of a more community-
centered approach such as that of Animal Crossing.
Given the constraints of certain potential environ-
ments (e.g., offices, lecture rooms, open spaces on
pedestrian streets), we opted for eye-gaze-based in-
teraction as the primary interaction modality, supple-
mented by hand-based interaction during this stage.
3.1.3 Stage Three: Follow-up
In Stage Three, the primary objective shifts toward
fostering sustained interaction between players who
have recently engaged with each other in the game.
After Stage Two, the system automatically saves two
players’ contact information if they have demon-
strated mutual interest. In addition, the victor is
granted the option to clone the opponent’s pet. This
cloned pet is retained as a virtual asset of the win-
ner. The cloned pet also acts as a conduit for con-
tinued interaction between the two players. For in-
stance, when the new owner interacts with the cloned
pet through activities such as feeding or walking, the
original owner is notified of the pet’s status. This
mechanism aims to facilitate the establishment and
maintenance of an ongoing social connection between
both players, by giving them a common topic of dis-
cussion, thereby enhancing the social aspect of the
game.
3.2 Interaction
3.2.1 Eye Gaze
Eye tracking has become a significant interaction
modality in AR HMDs, enhancing the user experi-
ence by allowing hands-free operation (Wei et al.,
2023). In HeyThere, we decided to use eye gaze
as the primary interaction method to limit physical
fatigue (Pathmanathan et al., 2020) and feelings of
self-awareness about making large gestures in public
(Taniberg et al., 2018). In our game, it allowed users
to engage with game elements such as the start button,
cards, and interactive circles.
During the initial phase of HeyThere, eye gaze
helps to identify the mutual interest among players,
using the duration of their gaze as an indicator of
interest level. This feature not only facilitates en-
gagement, but also supports introverts by reducing the
anxiety associated with initiating direct interactions
(Koike et al., 2019). In subsequent stages, players
can interact with all the elements of the game using
eye gaze, which is only later confirmed by air tapping.
Figure 3c and d illustrate these interactions, with a vi-
sual cue indicating the target before confirmation.
The integration of eye tracking was carefully
planned to complement the physical environment and
daily activities, ensuring that gameplay is feasible in
public spaces like workplaces or streets where conve-
nience and non-disruption are crucial. The flexibility
of eye gaze allows for seamless interaction with the
game environment and other players, enhancing fo-
cus and sociability.
3.2.2 Hand Gestures
Hand gestures are utilized primarily for ”natural in-
teractions” such as petting or feeding virtual pets,
analogous to real-world interactions. And briefly, as
validation when eye-tracking could be perceived as
slow and/or inaccurate (Pradipta Biswas and Lang-
don, 2016). The familiarity of hand gestures lowers
the learning curve and compensates for the occasional
instability of eye-tracking technology in devices such
as the HoloLens 2 (Jean et al., 2024).
3.3 Implementation
HeyThere was developed using Unity (version
2020.3.31f1c1) and C#, leveraging the capabilities
of the Mixed Reality Toolkit (MRTK). For real-
time Player Versus Player (PVP) interactions, Pho-
ton Unity Networking 2 (PUN 2) and Azure Spatial
Anchors (ASA) were integrated, enabling seamless
connectivity and synchronization of player data and
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
580
Figure 3: Screenshots for (a) the entire gaming scenario, (b) standard attack launcher (fist), (c) moving fire circle (start
moving), (d) moving fire circle (during the move).
game elements across multiple AR HMDs. MRTK’s
support for both hand and eye tracking enriches the
interactive experience, making it both immersive and
intuitive.
4 USER STUDY
4.1 Participants
Participants were recruited through a randomized se-
lection process carried out in public parks and urban
streets. Interested individuals underwent a screening
procedure to ensure eligibility based on the study in-
clusion criteria. Each participant received a detailed
explanation of the study objectives, procedures, and
their rights, including the ability to withdraw from the
study at any time without penalty. Informed consent
was obtained from all participants prior to their in-
volvement in the experiment. This consent process
included providing detailed information on the confi-
dentiality of the data collected and how it would be
used for research purposes.
The study sample was intentionally diverse, en-
compassing a variety of age groups, genders, and
educational backgrounds to mitigate sampling bias.
Eight participants were enrolled (two females and six
males). The participants’ ages ranged from 15 to 47
years, with a mean age of 27.125 and a standard devi-
ation of 12.22.
The participants’ experience with AR and VR
technologies was documented to assess familiarity
and potential biases in technology interaction. Two
participants reported previous experience with AR
HMDs, two had engaged with mobile AR games, two
had used VR devices, and four had no prior expe-
rience with either AR or VR technologies. Partici-
pants were grouped and participated in pairs during
the study.
4.2 Procedure
The study was conducted in situ in public parks and
urban streets, providing a naturalistic setting that re-
flects typical user environments. This approach, of-
ten referred to as studying technology in the wild, al-
lowed the observation and collection of data under
real-world conditions, improving the ecological va-
lidity of the findings. Before experiencing the game,
participants were first given a pre-experiment ques-
tionnaire to collect demographic information, includ-
ing their past experiences with the devices, gaming
habits, and personal information. They were then re-
quired to complete the official HoloLens usage tuto-
rial
1
and eye-tracking user calibration. After this, they
were introduced to HeyThere! and asked to famil-
iarize themselves with its controls and input mecha-
nisms.
During the gaming session, participants initiated
gameplay when ready. Meanwhile, a researcher
meticulously observed and recorded the participants’
behavior, focusing on strategic decision-making, in-
teraction patterns, and other notable behaviors. This
observational data was systematically categorized to
identify recurring behaviors and strategies. The ses-
sion ended once one participant had won.
Following the game session, participants were
asked to complete the core module of the Game Expe-
rience Questionnaire (GEQ) (IJsselsteijn et al., 2013),
which is designed to assess various aspects of user ex-
perience during interactive gameplay. This standard-
ized instrument allowed for the quantitative assess-
ment of participants’ experiences based on predefined
scales.
4.3 Semi-Structured Interviews
We conducted semi-structured interviews to gather in-
sights into participants’ experiences and perceptions
of the AR game. The interviews focused on the fol-
lowing areas:
Usage Scenarios. Participants were asked to de-
scribe potential scenarios in which they could use
the AR game if it were as ubiquitous as games
for mobile phones today. This question aimed to
explore the contexts in which participants see AR
1
https://learn.microsoft.com/en-us/hololens/hololens2-
basic-usage
HeyThere: Design and Evaluation of an Augmented Reality Multiplayer Social Game
581
games fitting into their daily lives and social inter-
actions.
Social Interaction Comparison. Participants
were queried about how the social interactions fa-
cilitated by the AR game compare to those avail-
able on the current social media platforms they
use. This question was intended to assess the
game’s social dynamics and its potential to sup-
plement or alter existing social interaction pat-
terns.
Game Design Preferences. Interviewees were
asked to identify and discuss the elements of the
game’s design that they particularly liked. This
feedback is crucial to understanding the features
that resonate with users and could guide future de-
sign enhancements.
Suggestions for Improvement. Participants were
encouraged to offer suggestions for improvements
or additional features they would like to see in the
game. This open-ended question was designed to
elicit constructive feedback and innovative ideas
from users, which could be invaluable for iterative
design processes.
These questions would help evaluate the game’s
current state and identify opportunities for making
AR gaming more engaging and relevant to potential
users across various contexts.
Figure 4: The results derived from a Game Experience
Questionnaire.
4.4 Results
In this section, we report the results derived from the
GEQ. For all other interview responses, we discuss
them in the next section.
The ratings from GEQ were categorized into ve
distinct dimensions: Game Pace, Emotion, Ability,
Intelligibility, Immersion, Pressure, Sustainable, At-
traction, and Imagination (IJsselsteijn et al., 2013).
Figure 4 shows the mean values for positive and neg-
ative evaluations of each category.
The results indicated that most users were highly
satisfied with the game’s pace (M = 3.25) and were
highly immersed in the game (M = 2.94). The results
also indicated that the game acknowledged partici-
pants’ abilities and intelligence (M = 2.54 and 2.56,
respectively), leading them to believe that it amplified
their positive emotional experiences. However, the
average ranking of pressure was 2.47, indicating that
the game was relatively challenging for some users.
In the semi-structured interviews, we found that five
players who did not have experience with VR or AR
HMDs initially struggled with the basic interaction
gestures of HoloLens 2. However, three of them re-
ported a sense of accomplishment after completing
complex tasks, while two others found it difficult to
position the healing and fire circle via eye gaze.
4.5 Semi-Structured Questionnaire
During the semi-structured interviews, participants
provided valuable feedback on various aspects of the
AR game, revealing several interesting patterns that
could inform future development. The responses were
categorized into usage scenarios, social interaction
comparisons, design preferences, and suggestions for
improvements.
4.5.1 Usage Scenarios
Participants envisioned using the AR game in various
settings, indicating a strong preference for integrat-
ing gaming into everyday activities. Common sce-
narios included playing after work or school, during
commutes, and in social gatherings with friends or
strangers.
4.5.2 Social Interaction Comparison
The feedback indicated that the AR game facilitates
a unique form of social interaction, distinct from tra-
ditional social media platforms. Participants appre-
ciated the ability to engage in face-to-face real-time
interactions while playing, which contrasts with the
often asynchronous and remote interactions typical of
current social media.
4.5.3 Game Design Preferences
Participants favored design elements that enhanced
interactivity and realism, such as eye-tracking to con-
trol game actions and realistic augmented environ-
ments. The ability to interact with the game through
natural gestures was particularly praised, as it added
an immersive quality that is less prevalent in tradi-
tional gaming.
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
582
4.5.4 Suggestions for Improvement
Suggestions for improvement focused on enhancing
user interface intuitiveness and accessibility. Partic-
ipants wanted more intuitive controls and clearer in-
structions to accommodate users of all ages and tech-
savviness levels. In addition, there was a recurring re-
quest for more customizable game elements, allowing
players to tailor their gaming experience to personal
preferences and scenarios.
4.5.5 Emerging Patterns
A notable pattern was the universal appeal of integrat-
ing social interactions directly into the gaming expe-
rience. Moreover, the preference for immersive and
intuitive interaction indicates a trend toward more nat-
ural user interfaces in gaming.
5 DISCUSSION
We have distilled five key findings from the user study
and incorporated these findings into the inclusion of
new features.
5.1 Findings
Based on the results, we have distilled ve key find-
ings (F#).
F1: AR HMDs Enhance Immersion and Social In-
teraction. A participant with experience in mobile
AR games noted that AR HMDs allowed for hands-
free interaction, enhancing communication with op-
ponents and fostering more engaging social interac-
tions. Another noted the potential of AR HMDs to
foster real-world connections, suggesting that these
devices could significantly enhance the social aspects
of gaming by promoting interactions that feel more
meaningful and sustainable.
F2: Learning Curve and Stress with AR HMD-
based Games. The results of our Game Experience
Questionnaire (GEQ) indicated an average stress level
of 2.47, higher than the neutral rating of 2.00, sug-
gesting that our game poses significant challenges,
particularly for novices to AR or VR. Several first-
time users of HoloLens 2 struggled initially with basic
interactions, though some reported a sense of accom-
plishment upon mastering more complex tasks. How-
ever, challenges like accurately using gaze to con-
trol game elements persisted for some, underlining
the need for more intuitive game designs that mini-
mize early frustrations and improve the onboarding
process.
F3: Natural Connection Building in the Gameplay.
The players expressed a desire for more organic meth-
ods for establishing connections within the game. Di-
rect interactions, such as expressing affection, were
sometimes perceived as somewhat forced or awk-
ward. This feedback highlights a preference for sub-
tler, more gradual interaction mechanisms that allow
relationships to develop over time, emphasizing the
need for game designs that facilitate natural and less
intrusive social interactions.
F4: Balancing Gameplay Complexity with Social
Interaction. High cognitive demands from com-
plex gameplay features, such as in-depth mathemat-
ical calculations, were found to detract from social
interactions. The players reported difficulties manag-
ing these dual demands, suggesting that simplifying
complex game mechanics could enhance social en-
gagement and make interactions more meaningful.
F5: Enhancing Long-Term Engagement in AR
Games. Feedback indicated that while the ini-
tial gameplay period was engaging, maintaining long-
term interest remains a challenge. Strategies to main-
tain player engagement could include incentives for
continued play, periodic introduction of new content,
and mechanisms that encourage resource accumula-
tion and collaborative or competitive play. These ap-
proaches can help extend the game’s life cycle and
promote ongoing player investment and relationship
development.
5.2 Recommendations for Design
Features
Based on the insights derived from our user study,
we propose several design recommendations and new
features that could significantly enhance the game’s
quality and appeal. These suggestions are aimed at fu-
ture implementations that may be tested to determine
their effectiveness. Table 1 outlines these potential
design implementations and new features.
Enhancing Replayability. To enhance replayabil-
ity, we suggest introducing Collectible Card Game
(CCG) elements and expanding the variety of cards
and pets. These additions aim to provide players with
new challenges and strategic options, potentially in-
creasing the game’s replayability.
Simplifying Game Difficulty. We recommend min-
imizing the reliance on numerical cards to simplify
gameplay. This change is intended to make the game
more accessible and enjoyable by reducing its com-
plexity and enhancing visual interactions.
Introducing More Implicit Expression and
Serendipity Elements. We propose using pets and
game systems as primary catalysts for ice-breaking
HeyThere: Design and Evaluation of an Augmented Reality Multiplayer Social Game
583
Table 1: A summary of design implementations and new features.
Finding(s) Design Implementations New Features
F5 Increase replayability Add Collectible Card Game (CCG) elements,
and increase the categories of cards and pets.
F2, F4, F5 Reduce the difficulty of the game Reduce the number of numerical cards.
F3 Add more implicit expression and serendip-
ity elements
Enhancing social interaction through pet-
centered ice-breaking.
F1, F3 Encourage player self-disclosure before the
game starts
Users need to enter more information that in-
terests them, such as music or artwork.
Figure 5: The proposed process for an improved design. The yellow boxes indicate new features.
to reduce direct communication barriers and foster
more natural social interactions among players.
Promoting Player Self-Disclosure Before the Game
Starts. We recommend a feature that encourages
players to disclose personal information to foster
deeper connections and trust. This process can be
facilitated by a system that prompts players to share
their interests at the game’s outset.
6 FUTURE WORK
The current study represents an initial exploration of
AR-enabled interactions for fostering social engage-
ment through HeyThere, our multiplayer social game.
While the findings provide valuable insights, there are
areas that require further exploration.
The current study’s small participant pool was in-
tended for initial feasibility validation and proof-of-
concept exploration. To better generalize our findings
and improve the reliability of conclusions, subsequent
studies will include a larger and more diverse partic-
ipant group (Monteiro et al., 2024). This will also
allow for a more nuanced understanding of social be-
haviors in AR environments and will enhance the va-
lidity of our insights into how AR can facilitate social
engagement.
Future studies will incorporate comparative anal-
yses between experienced and novice users of AR
technology. In our exploratory study, the participants
had varying levels of familiarity with AR, which in-
fluenced their learning curve and interaction prefer-
ences. However, a structured comparative analysis
was beyond the scope of the current work. By in-
cluding more participants with different levels of AR
familiarity and conducting comparative assessments,
we hope to derive tailored design recommendations
for both experienced users and novices. This will aid
improve accessibility and user experiences across a
wider audience.
Furthermore, we recognize the importance of
evaluating the social potential of AR beyond the tech-
nology itself. Although the current study touched on
the usability and social interaction affordances of AR
HMDs, future research will focus on directly com-
paring these experiences with more traditional forms
of interaction or with non-human characters players
(Monteiro et al., 2018). Such comparisons will help
evaluate whether AR uniquely enhances social en-
gagement or simply replicates existing social mech-
anisms in a digital form.
We believe that by addressing these aspects in
future research, we can further refine and substan-
tiate our understanding of AR’s role in facilitating
meaningful, serendipitous social interactions and con-
HUCAPP 2025 - 9th International Conference on Human Computer Interaction Theory and Applications
584
tribute to the growing body of literature on AR-
enabled social engagement.
7 CONCLUSION
In this paper, we presented HeyThere, an augmented
reality (AR) head-mounted display (HMD) social
game designed to foster face-to-face interactions
among strangers. We developed the core gameplay
elements integral to our design and development pro-
cess on HoloLens 2 and conducted a user study to
evaluate its efficacy. Our game allows players to cus-
tomize virtual pets, engage in combat games with
other players, and maintain ongoing communication
with friends through the medium of these pets. This
innovative interaction interface not only facilitates
socialization with strangers, but also uncovers the
serendipitous aspects during their interaction, which
can enhance players’ social engagement and interac-
tion with others whom they meet in public places.
HeyThere represents a pioneering approach to so-
cial games using AR HMDs, focusing on facilitat-
ing novel social experiences for their players. This
research provides valuable insights into the develop-
ment of AR social games, and the lessons learned can
contribute to the future development of such games.
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