Evaluating usability for an AR-enabled escape room authoring ecosystem

The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces EnigMachine Editor, a we...

Full description

Saved in:
Bibliographic Details
Published in:Entertainment computing Vol. 55; p. 100982
Main Authors: Gutiérrez-Sánchez, Pablo, Gómez-Martín, Pedro P., González-Calero, Pedro A., Gómez-Martín, Marco A.
Format: Journal Article
Language:English
Published: Elsevier B.V 01.09.2025
Subjects:
ISSN:1875-9521
Online Access:Get full text
Tags: Add Tag
No Tags, Be the first to tag this record!
Abstract The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces EnigMachine Editor, a web-based authoring tool for crafting augmented reality-enabled adventures inspired by treasure hunts and escape rooms. Designed for curators and hobbyists, it simplifies the generation of custom experiences without prior technical expertise, streamlining development compared to using traditional game engines directly. The main objective of this work is to comprehensively evaluate the usability of EnigMachine Editor for non-technical users, alongside its ability to generate engaging game experiences. A game experience study was first conducted in which participants interacted with games from the platform and subsequently completed the Game Experience Questionnaire (GEQ). Next, two usability studies were conducted in which participants first completed a tutorial with Single Ease Questions (SEQ) after each exercise, and then a series of both short- and long-term tasks on the tool concluded with the System Usability Scale (SUS) questionnaire. The results obtained demonstrate that EnigMachine Editoris able to generate satisfactory experiences for museum visitors and highlight desirable usability properties, especially in the short-term test group. •EnigMachine is an authoring ecosystem to create engaging cultural heritage AR-games.•Games made with our tools are shown to hold favourable game experience properties.•Our editor is generally suitable for crafting adventures from closed design concepts.•Our editor exhibits potential as a useable authoring tool for long-term design tasks.•Results showcase the need for better flow and aesthetic control systems to improve UX.
AbstractList The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However, adapting interactive resources for different settings and types of creators remains a challenge. This paper introduces EnigMachine Editor, a web-based authoring tool for crafting augmented reality-enabled adventures inspired by treasure hunts and escape rooms. Designed for curators and hobbyists, it simplifies the generation of custom experiences without prior technical expertise, streamlining development compared to using traditional game engines directly. The main objective of this work is to comprehensively evaluate the usability of EnigMachine Editor for non-technical users, alongside its ability to generate engaging game experiences. A game experience study was first conducted in which participants interacted with games from the platform and subsequently completed the Game Experience Questionnaire (GEQ). Next, two usability studies were conducted in which participants first completed a tutorial with Single Ease Questions (SEQ) after each exercise, and then a series of both short- and long-term tasks on the tool concluded with the System Usability Scale (SUS) questionnaire. The results obtained demonstrate that EnigMachine Editoris able to generate satisfactory experiences for museum visitors and highlight desirable usability properties, especially in the short-term test group. •EnigMachine is an authoring ecosystem to create engaging cultural heritage AR-games.•Games made with our tools are shown to hold favourable game experience properties.•Our editor is generally suitable for crafting adventures from closed design concepts.•Our editor exhibits potential as a useable authoring tool for long-term design tasks.•Results showcase the need for better flow and aesthetic control systems to improve UX.
ArticleNumber 100982
Author Gómez-Martín, Marco A.
Gutiérrez-Sánchez, Pablo
Gómez-Martín, Pedro P.
González-Calero, Pedro A.
Author_xml – sequence: 1
  givenname: Pablo
  orcidid: 0000-0002-6702-5726
  surname: Gutiérrez-Sánchez
  fullname: Gutiérrez-Sánchez, Pablo
  email: pabgut02@ucm.es
– sequence: 2
  givenname: Pedro P.
  orcidid: 0000-0002-3855-7344
  surname: Gómez-Martín
  fullname: Gómez-Martín, Pedro P.
  email: pedrop@fdi.ucm.es
– sequence: 3
  givenname: Pedro A.
  orcidid: 0000-0002-9151-5573
  surname: González-Calero
  fullname: González-Calero, Pedro A.
  email: pagoncal@ucm.es
– sequence: 4
  givenname: Marco A.
  orcidid: 0000-0002-5186-1164
  surname: Gómez-Martín
  fullname: Gómez-Martín, Marco A.
  email: marcoa@fdi.ucm.es
BookMark eNp9kMFqAjEURbOwUGv9gy7yA2OTzEQnm4KItgWhUNp1eJO8tJGZRJJR8O87Ml37NhcenMvlPJBJiAEJeeJswRlfPh8WGHoTu4VgQg4vpmoxIVNer2ShpOD3ZJ7zgQ1X8qqW1ZTstmdoT9D78ENPGRrf-v5CXUwUAl1_FhigadFSzAaOSFOMHYVT_xvTlUAT8yX32D2SOwdtxvl_zsj3bvu1eSv2H6_vm_W-MCUr-6LBpgRQFYrarHitaiV45ZhaggXOLQA4Z4VDVUljnARpuZJyJQEEs9yockaqsdekmHNCp4_Jd5AumjN9VaAPelSgrwr0qGDAXkYMh21nj0ln4zEYtD6h6bWN_nbBH3aXa5E
Cites_doi 10.3390/educsci13010047
10.1016/j.heliyon.2021.e07513
10.1145/3354002
10.1145/3145534
10.1145/3230678
10.1145/3297716
10.17083/ijsg.v4i3.180
10.1145/3292057
10.1145/3458769
10.3389/frvir.2022.955437
10.1016/j.compedu.2017.01.007
10.1109/VS-GAMES.2016.7590371
10.1016/j.culher.2013.04.004
10.4018/IJCMHS.2017010107
10.1007/s11042-023-17752-1
10.1214/aoms/1177730491
10.1145/3064644
10.1080/13614568.2012.617842
ContentType Journal Article
Copyright 2025 The Authors
Copyright_xml – notice: 2025 The Authors
DBID 6I.
AAFTH
AAYXX
CITATION
DOI 10.1016/j.entcom.2025.100982
DatabaseName ScienceDirect Open Access Titles
Elsevier:ScienceDirect:Open Access
CrossRef
DatabaseTitle CrossRef
DatabaseTitleList
DeliveryMethod fulltext_linktorsrc
Discipline Computer Science
ExternalDocumentID 10_1016_j_entcom_2025_100982
S187595212500062X
GroupedDBID --K
--M
.DC
.~1
0R~
1B1
1~.
4.4
457
4G.
5VS
6I.
7-5
71M
8P~
AAEDT
AAEDW
AAFTH
AAIKJ
AAKOC
AALRI
AAOAW
AAQFI
AATTM
AAXKI
AAXUO
AAYFN
AAYWO
ABBOA
ABJNI
ABMAC
ABWVN
ABXDB
ACDAQ
ACGFO
ACGFS
ACNNM
ACRLP
ACRPL
ACVFH
ACZNC
ADBBV
ADCNI
ADEZE
ADMUD
ADNMO
AEBSH
AEIPS
AEKER
AEUPX
AFJKZ
AFPUW
AFTJW
AFXIZ
AGCQF
AGHFR
AGRNS
AGUBO
AGYEJ
AHZHX
AIALX
AIEXJ
AIGII
AIIUN
AIKHN
AITUG
AKBMS
AKRWK
AKYEP
ALMA_UNASSIGNED_HOLDINGS
AMRAJ
ANKPU
AOUOD
APXCP
AXJTR
BKOJK
BLXMC
BNPGV
C1A
EBS
EFJIC
EFKBS
EJD
EP2
EP3
FDB
FEDTE
FIRID
FNPLU
FYGXN
GBLVA
GBOLZ
HVGLF
HZ~
J1W
KOM
M41
MO0
N9A
O-L
O9-
OAUVE
OKI
OZT
P-8
P-9
P2P
PC.
Q38
RIG
ROL
SDF
SES
SPC
SPCBC
SSV
SSZ
T5K
~G-
9DU
AAYXX
ACLOT
CITATION
EFLBG
~HD
ID FETCH-LOGICAL-c303t-beb3aa94e28c718989214f096ada11daaaffd2fe945ccf5a5d195575aa20d1c93
ISICitedReferencesCount 0
ISICitedReferencesURI http://www.webofscience.com/api/gateway?GWVersion=2&SrcApp=Summon&SrcAuth=ProQuest&DestLinkType=CitingArticles&DestApp=WOS_CPL&KeyUT=001536876500001&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
ISSN 1875-9521
IngestDate Sat Nov 29 06:51:25 EST 2025
Sat Aug 09 17:31:37 EDT 2025
IsDoiOpenAccess true
IsOpenAccess true
IsPeerReviewed true
IsScholarly true
Keywords Game experience
Authoring tool
Cultural heritage
End-user programming
Usability
Augmented reality
Language English
License This is an open access article under the CC BY-NC license.
LinkModel OpenURL
MergedId FETCHMERGED-LOGICAL-c303t-beb3aa94e28c718989214f096ada11daaaffd2fe945ccf5a5d195575aa20d1c93
ORCID 0000-0002-9151-5573
0000-0002-5186-1164
0000-0002-6702-5726
0000-0002-3855-7344
OpenAccessLink https://dx.doi.org/10.1016/j.entcom.2025.100982
ParticipantIDs crossref_primary_10_1016_j_entcom_2025_100982
elsevier_sciencedirect_doi_10_1016_j_entcom_2025_100982
PublicationCentury 2000
PublicationDate September 2025
2025-09-00
PublicationDateYYYYMMDD 2025-09-01
PublicationDate_xml – month: 09
  year: 2025
  text: September 2025
PublicationDecade 2020
PublicationTitle Entertainment computing
PublicationYear 2025
Publisher Elsevier B.V
Publisher_xml – name: Elsevier B.V
References Marín-Lora, Chover, Martín, García-Rytman (b47) 2024; 83
Sintoris, Yiannoutsou, Ortega-Arranz, López-Romero, Masoura, Avouris, Dimitriadis (b24) 2014
Janßen, Tummel, Richert, Isenhardt (b46) 2016
Roussou, Pujol, Katifori, Chrysanthi, Perry, Vayanou (b27) 2015
Andreoli, Corolla, Faggiano, Malandrino, Pirozzi, Ranaldi, Santangelo, Scarano (b39) 2017; 11
I. Paliokas, S. Sylaiou, The use of serious games in museum visits and exhibitions: A systematic mapping study, in: 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Barcelona, Spain, 2016, pp. 1–8.
ROOM ESCAPE MAKER - INPI (b34) 2025
Green, Hargood, Charles (b18) 2021; 14
Grupo de Internet de Nueva Generación (b35) 2025
Björk, Holopainen (b10) 2005
Kuniavsky, Goodman, Moed (b44) 2012
IJsselsteijn, de Kort, Poels (b45) 2013
Clarke, Peel, Arnab, Morini, Keegan, Wood (b16) 2017; 4
(Visited 28 June 2024).
Desurvire, Wiberg (b37) 2009
González-Muñoz, Ouariachi (b15) 2024; 22
Rawlinson, Whitton (b17) 2024; 22
Konstantakis, Caridakis (b43) 2020; 13
Mann, Whitney (b48) 1947; 18
Breakout Inc. (b33) 2025
Khan, Melro, Amaro, Oliveira (b5) 2020; 3
Mortara, Catalano, Bellotti, Fiucci, Houry-Panchetti, Petridis (b2) 2014; 15
Jones, Theodosis, Lykourentzou (b20) 2019; 12
Rau, Bitter, Liu, Spierling, Dörner (b11) 2022; 3
Sauro, Dumas (b50) 2009
Fidas, Sintoris, Yiannoutsou, Avouris (b23) 2015
Bekele, Pierdicca, Frontoni, Malinverni, Gain (b42) 2018; 11
Linaza, Torre, Beusing, Tavernise, Etz (b26) 2008
Wolf, Montag, Söbke, Wehking, Springer (b30) 2024; 22
Camps-Ortueta, González-Calero, Quiroga, Gómez-Martín (b7) 2019; vol. 11863
Genially Web S.L. (b31) 2025
Desurvire, Wiberg (b36) 2008
Wiemker, Elumir, Clare (b13) 2015
Admin (b51) 2018
Korhonen (b38) 2016
Garzón-Artacho, Sola-Martínez, Romero-Rodríguez, Gómez-García (b21) 2021; 7
Koutsabasis (b1) 2017; 1
Ghiani, Paternò, Spano (b25) 2009
Gamma, Helm, Johnson, Vlissides (b9) 1994
Brooke (b49) 1996
Raptis, Fidas, Avouris (b40) 2019; 12
Lieberman, Paternò, Wulf (b22) 2006; vol. 9
Sánchez (b29) 2023; 21
Hargood, Green (b19) 2022
Buzzshot (b32) 2025
Malegiannaki, Daradoumis (b4) 2017; 108
Fotaris, Mastoras (b14) 2019
DaCosta, Kinsell (b6) 2023; 13
Pujol-Tost (b41) 2019; 12
Hansen, Kortbek, Grønbæk (b28) 2012; 18
Alexander (b8) 1977
S. Nicholson, Peeking Behind the Locked Door: A Survey of Escape Room Facilities, Technical Report, 2015, URL
Malegiannaki (10.1016/j.entcom.2025.100982_b4) 2017; 108
Koutsabasis (10.1016/j.entcom.2025.100982_b1) 2017; 1
Ghiani (10.1016/j.entcom.2025.100982_b25) 2009
González-Muñoz (10.1016/j.entcom.2025.100982_b15) 2024; 22
Fidas (10.1016/j.entcom.2025.100982_b23) 2015
Desurvire (10.1016/j.entcom.2025.100982_b36) 2008
Khan (10.1016/j.entcom.2025.100982_b5) 2020; 3
Clarke (10.1016/j.entcom.2025.100982_b16) 2017; 4
Breakout Inc. (10.1016/j.entcom.2025.100982_b33) 2025
10.1016/j.entcom.2025.100982_b3
Grupo de Internet de Nueva Generación (10.1016/j.entcom.2025.100982_b35) 2025
Pujol-Tost (10.1016/j.entcom.2025.100982_b41) 2019; 12
Andreoli (10.1016/j.entcom.2025.100982_b39) 2017; 11
Green (10.1016/j.entcom.2025.100982_b18) 2021; 14
Brooke (10.1016/j.entcom.2025.100982_b49) 1996
Raptis (10.1016/j.entcom.2025.100982_b40) 2019; 12
Björk (10.1016/j.entcom.2025.100982_b10) 2005
Janßen (10.1016/j.entcom.2025.100982_b46) 2016
Linaza (10.1016/j.entcom.2025.100982_b26) 2008
Mortara (10.1016/j.entcom.2025.100982_b2) 2014; 15
Garzón-Artacho (10.1016/j.entcom.2025.100982_b21) 2021; 7
Konstantakis (10.1016/j.entcom.2025.100982_b43) 2020; 13
Gamma (10.1016/j.entcom.2025.100982_b9) 1994
Genially Web S.L. (10.1016/j.entcom.2025.100982_b31) 2025
Korhonen (10.1016/j.entcom.2025.100982_b38) 2016
IJsselsteijn (10.1016/j.entcom.2025.100982_b45) 2013
Wiemker (10.1016/j.entcom.2025.100982_b13) 2015
Hargood (10.1016/j.entcom.2025.100982_b19) 2022
Sintoris (10.1016/j.entcom.2025.100982_b24) 2014
Roussou (10.1016/j.entcom.2025.100982_b27) 2015
ROOM ESCAPE MAKER - INPI (10.1016/j.entcom.2025.100982_b34) 2025
Marín-Lora (10.1016/j.entcom.2025.100982_b47) 2024; 83
Bekele (10.1016/j.entcom.2025.100982_b42) 2018; 11
Hansen (10.1016/j.entcom.2025.100982_b28) 2012; 18
Rau (10.1016/j.entcom.2025.100982_b11) 2022; 3
Desurvire (10.1016/j.entcom.2025.100982_b37) 2009
Lieberman (10.1016/j.entcom.2025.100982_b22) 2006; vol. 9
Wolf (10.1016/j.entcom.2025.100982_b30) 2024; 22
Sánchez (10.1016/j.entcom.2025.100982_b29) 2023; 21
Mann (10.1016/j.entcom.2025.100982_b48) 1947; 18
Jones (10.1016/j.entcom.2025.100982_b20) 2019; 12
Rawlinson (10.1016/j.entcom.2025.100982_b17) 2024; 22
Fotaris (10.1016/j.entcom.2025.100982_b14) 2019
Sauro (10.1016/j.entcom.2025.100982_b50) 2009
10.1016/j.entcom.2025.100982_b12
Alexander (10.1016/j.entcom.2025.100982_b8) 1977
Buzzshot (10.1016/j.entcom.2025.100982_b32) 2025
Camps-Ortueta (10.1016/j.entcom.2025.100982_b7) 2019; vol. 11863
Admin (10.1016/j.entcom.2025.100982_b51) 2018
Kuniavsky (10.1016/j.entcom.2025.100982_b44) 2012
DaCosta (10.1016/j.entcom.2025.100982_b6) 2023; 13
References_xml – volume: 3
  year: 2022
  ident: b11
  article-title: Supporting the creation of non-linear everyday AR experiences in exhibitions and museums: An authoring process based on self-contained building blocks
  publication-title: Front. Virtual Real.
– volume: 11
  year: 2017
  ident: b39
  article-title: A framework to design, develop, and evaluate immersive and collaborative serious games in cultural heritage
  publication-title: J. Comput. Cult. Herit.
– volume: 1
  start-page: 100
  year: 2017
  end-page: 122
  ident: b1
  article-title: Empirical evaluations of interactive systems in cultural heritage: A review
  publication-title: Int. J. Comput. Methods Herit. Sci.
– volume: 3
  year: 2020
  ident: b5
  article-title: Systematic review on gamification and cultural heritage dissemination
  publication-title: J. Digit. Media Interact.
– year: 2016
  ident: b38
  article-title: Evaluating playability of mobile games with the expert review method
– start-page: 189
  year: 1996
  end-page: 194
  ident: b49
  article-title: SUS – a quick and dirty usability scale
– volume: 18
  start-page: 63
  year: 2012
  end-page: 89
  ident: b28
  article-title: Mobile urban drama: interactive storytelling in real world environments
  publication-title: New Rev. Hypermedia Multimed.
– volume: 13
  start-page: 4:1
  year: 2020
  end-page: 4:17
  ident: b43
  article-title: Adding culture to UX: UX research methodologies and applications in cultural heritage
  publication-title: J. Comput. Cult. Herit.
– volume: 12
  start-page: 4:1
  year: 2019
  end-page: 4:25
  ident: b40
  article-title: Do game designers’ decisions related to visual activities affect knowledge acquisition in cultural heritage games? An evaluation from a human cognitive processing perspective
  publication-title: J. Comput. Cult. Herit.
– volume: 15
  start-page: 318
  year: 2014
  end-page: 325
  ident: b2
  article-title: Learning cultural heritage by serious games
  publication-title: J. Cult. Herit.
– year: 2025
  ident: b32
  article-title: Telescape live
– reference: S. Nicholson, Peeking Behind the Locked Door: A Survey of Escape Room Facilities, Technical Report, 2015, URL:
– volume: 18
  start-page: 50
  year: 1947
  end-page: 60
  ident: b48
  article-title: On a test of whether one of two random variables is stochastically larger than the other
  publication-title: Ann. Math. Stat.
– year: 2008
  ident: b26
  article-title: Authoring Tools for Archaeological Mobile Guides
– year: 2015
  ident: b27
  article-title: The museum as digital storyteller: ollaborative participatory creation of interactive digital experiences
– year: 2025
  ident: b33
  article-title: Breakout EDU
– start-page: 55
  year: 2015
  end-page: 68
  ident: b13
  article-title: Escape room games: “Can you transform an unpleasant situation into a pleasant one?”
  publication-title: Game Based Learning
– volume: 22
  year: 2024
  ident: b17
  article-title: Escape rooms as tools for learning through failure
  publication-title: Electron. J. E-Learn. (EJEL)
– year: 2025
  ident: b34
  article-title: Room escape maker
– reference: . (Visited 28 June 2024).
– start-page: 265
  year: 2009
  end-page: 274
  ident: b25
  article-title: Cicero designer: An environment for end-user development of multi-device museum guides
  publication-title: End-User Development
– year: 2005
  ident: b10
  article-title: Patterns in Game Design
– start-page: 1
  year: 2015
  end-page: 5
  ident: b23
  article-title: A survey on tools for end user authoring of mobile applications for cultural heritage
  publication-title: 2015 6th International Conference on Information, Intelligence, Systems and Applications
– year: 2013
  ident: b45
  article-title: The Game Experience Questionnaire
– start-page: 303
  year: 2022
  end-page: 320
  ident: b19
  article-title: The authoring tool evaluation problem
  publication-title: The Authoring Problem: Challenges in Supporting Authoring for Interactive Digital Narratives
– year: 2025
  ident: b31
  article-title: Genially
– start-page: 45
  year: 2016
  end-page: 58
  ident: b46
  article-title: Towards measuring user experience, activation and task performance in immersive virtual learning environments for students
  publication-title: Immersive Learning Research Network
– volume: 14
  year: 2021
  ident: b18
  article-title: Use of tools: UX principles for interactive narrative authoring tools
  publication-title: J. Comput. Cult. Herit.
– volume: 22
  year: 2024
  ident: b30
  article-title: Low-threshold digital educational escape rooms based on 360VR and web-based forms
  publication-title: Electron. J. E-Learn. (EJEL)
– year: 2012
  ident: b44
  article-title: Observing the User Experience: A Practitioner’s Guide to User Research
– volume: 22
  year: 2024
  ident: b15
  article-title: Unlocking learning: The impact of an educational escape room on energy transition
  publication-title: Electron. J. E-Learn. (EJEL)
– year: 2018
  ident: b51
  article-title: Item benchmarks for the system usability scale - JUX
– start-page: 557
  year: 2009
  end-page: 566
  ident: b37
  article-title: Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration
  publication-title: Online Communities and Social Computing
– volume: 108
  start-page: 1
  year: 2017
  end-page: 10
  ident: b4
  article-title: Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review
  publication-title: Comput. Educ.
– volume: 7
  year: 2021
  ident: b21
  article-title: Teachers’ perceptions of digital competence at the lifelong learning stage
  publication-title: Heliyon
– reference: I. Paliokas, S. Sylaiou, The use of serious games in museum visits and exhibitions: A systematic mapping study, in: 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-Games), Barcelona, Spain, 2016, pp. 1–8.
– volume: 83
  start-page: 57709
  year: 2024
  end-page: 57729
  ident: b47
  article-title: Creating a treadmill running video game with smartwatch interaction
  publication-title: Multimedia Tools Appl.
– volume: vol. 11863
  start-page: 15
  year: 2019
  end-page: 27
  ident: b7
  article-title: Measuring preferences in game mechanics: Towards personalized chocolate-covered broccoli
  publication-title: Entertainment Computing and Serious Games - First IFIP TC 14 Joint International Conference, ICEC-JCSG 2019, Arequipa, Peru, November 11-15, 2019, Proceedings
– year: 1994
  ident: b9
  article-title: Design Patterns: Elements of Reusable Object-Oriented Software
– start-page: 235
  year: 2019
  end-page: 243
  ident: b14
  article-title: Escape rooms for learning: A systematic review
  publication-title: European Conference on Games Based Learning
– year: 2025
  ident: b35
  article-title: Escapp
– start-page: 280
  year: 2014
  end-page: 284
  ident: b24
  article-title: TaggingCreaditor: A tool to create and share content for location-based games for learning
  publication-title: 2014 International Conference on Interactive Mobile Communication Technologies and Learning
– volume: 11
  start-page: 7:1
  year: 2018
  end-page: 7:36
  ident: b42
  article-title: A survey of augmented, virtual, and mixed reality for cultural heritage
  publication-title: J. Comput. Cult. Herit.
– start-page: 3177
  year: 2008
  end-page: 3182
  ident: b36
  article-title: Master of the game: assessing approachability in future game design
  publication-title: CHI ’08 Extended Abstracts on Human Factors in Computing Systems
– volume: 13
  year: 2023
  ident: b6
  article-title: Serious games in cultural heritage: A review of practices and considerations in the design of location-based games
  publication-title: Educ. Sci.
– volume: 12
  start-page: 6:1
  year: 2019
  end-page: 6:26
  ident: b20
  article-title: The enthusiast, the interested, the sceptic, and the cynic: Understanding user experience and perceived value in location-based cultural heritage games through qualitative and sentiment analysis
  publication-title: J. Comput. Cult. Herit.
– volume: 12
  start-page: 2:1
  year: 2019
  end-page: 2:20
  ident: b41
  article-title: Did we just travel to the past? Building and evaluating with cultural presence different modes of VR-mediated experiences in virtual archaeology
  publication-title: J. Comput. Cult. Herit.
– start-page: 1599
  year: 2009
  end-page: 1608
  ident: b50
  article-title: Comparison of three one-question, post-task usability questionnaires
  publication-title: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
– volume: 21
  year: 2023
  ident: b29
  article-title: Using digital educational escape rooms as a motivational review tool for economics
  publication-title: Int. J. Manag. Educ.
– year: 1977
  ident: b8
  article-title: A Pattern Language: Towns, Buildings, Construction
– volume: vol. 9
  year: 2006
  ident: b22
  article-title: End user development
  publication-title: Human-Computer Interaction Series
– volume: 4
  year: 2017
  ident: b16
  article-title: EscapED: A framework for creating educational escape rooms and interactive games to for higher/further education
  publication-title: Int. J. Serious Games
– start-page: 1
  year: 2015
  ident: 10.1016/j.entcom.2025.100982_b23
  article-title: A survey on tools for end user authoring of mobile applications for cultural heritage
– volume: 13
  issue: 1
  year: 2023
  ident: 10.1016/j.entcom.2025.100982_b6
  article-title: Serious games in cultural heritage: A review of practices and considerations in the design of location-based games
  publication-title: Educ. Sci.
  doi: 10.3390/educsci13010047
– year: 1977
  ident: 10.1016/j.entcom.2025.100982_b8
– volume: 7
  issue: 7
  year: 2021
  ident: 10.1016/j.entcom.2025.100982_b21
  article-title: Teachers’ perceptions of digital competence at the lifelong learning stage
  publication-title: Heliyon
  doi: 10.1016/j.heliyon.2021.e07513
– year: 2025
  ident: 10.1016/j.entcom.2025.100982_b31
– start-page: 280
  year: 2014
  ident: 10.1016/j.entcom.2025.100982_b24
  article-title: TaggingCreaditor: A tool to create and share content for location-based games for learning
– volume: vol. 11863
  start-page: 15
  year: 2019
  ident: 10.1016/j.entcom.2025.100982_b7
  article-title: Measuring preferences in game mechanics: Towards personalized chocolate-covered broccoli
– year: 1994
  ident: 10.1016/j.entcom.2025.100982_b9
– volume: 13
  start-page: 4:1
  issue: 1
  year: 2020
  ident: 10.1016/j.entcom.2025.100982_b43
  article-title: Adding culture to UX: UX research methodologies and applications in cultural heritage
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3354002
– volume: 11
  start-page: 7:1
  issue: 2
  year: 2018
  ident: 10.1016/j.entcom.2025.100982_b42
  article-title: A survey of augmented, virtual, and mixed reality for cultural heritage
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3145534
– year: 2025
  ident: 10.1016/j.entcom.2025.100982_b32
– year: 2013
  ident: 10.1016/j.entcom.2025.100982_b45
– volume: 12
  start-page: 2:1
  issue: 1
  year: 2019
  ident: 10.1016/j.entcom.2025.100982_b41
  article-title: Did we just travel to the past? Building and evaluating with cultural presence different modes of VR-mediated experiences in virtual archaeology
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3230678
– volume: 22
  issue: 4
  year: 2024
  ident: 10.1016/j.entcom.2025.100982_b15
  article-title: Unlocking learning: The impact of an educational escape room on energy transition
  publication-title: Electron. J. E-Learn. (EJEL)
– start-page: 557
  year: 2009
  ident: 10.1016/j.entcom.2025.100982_b37
  article-title: Game usability heuristics (PLAY) for evaluating and designing better games: The next iteration
– volume: 22
  issue: 4
  year: 2024
  ident: 10.1016/j.entcom.2025.100982_b17
  article-title: Escape rooms as tools for learning through failure
  publication-title: Electron. J. E-Learn. (EJEL)
– volume: 12
  start-page: 6:1
  issue: 1
  year: 2019
  ident: 10.1016/j.entcom.2025.100982_b20
  article-title: The enthusiast, the interested, the sceptic, and the cynic: Understanding user experience and perceived value in location-based cultural heritage games through qualitative and sentiment analysis
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3297716
– year: 2025
  ident: 10.1016/j.entcom.2025.100982_b35
– volume: 4
  issue: 3
  year: 2017
  ident: 10.1016/j.entcom.2025.100982_b16
  article-title: EscapED: A framework for creating educational escape rooms and interactive games to for higher/further education
  publication-title: Int. J. Serious Games
  doi: 10.17083/ijsg.v4i3.180
– volume: 22
  issue: 4
  year: 2024
  ident: 10.1016/j.entcom.2025.100982_b30
  article-title: Low-threshold digital educational escape rooms based on 360VR and web-based forms
  publication-title: Electron. J. E-Learn. (EJEL)
– year: 2005
  ident: 10.1016/j.entcom.2025.100982_b10
– volume: 21
  issue: 3
  year: 2023
  ident: 10.1016/j.entcom.2025.100982_b29
  article-title: Using digital educational escape rooms as a motivational review tool for economics
  publication-title: Int. J. Manag. Educ.
– volume: 12
  start-page: 4:1
  issue: 1
  year: 2019
  ident: 10.1016/j.entcom.2025.100982_b40
  article-title: Do game designers’ decisions related to visual activities affect knowledge acquisition in cultural heritage games? An evaluation from a human cognitive processing perspective
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3292057
– volume: 14
  issue: 3
  year: 2021
  ident: 10.1016/j.entcom.2025.100982_b18
  article-title: Use of tools: UX principles for interactive narrative authoring tools
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3458769
– volume: 3
  year: 2022
  ident: 10.1016/j.entcom.2025.100982_b11
  article-title: Supporting the creation of non-linear everyday AR experiences in exhibitions and museums: An authoring process based on self-contained building blocks
  publication-title: Front. Virtual Real.
  doi: 10.3389/frvir.2022.955437
– year: 2008
  ident: 10.1016/j.entcom.2025.100982_b26
– volume: 108
  start-page: 1
  year: 2017
  ident: 10.1016/j.entcom.2025.100982_b4
  article-title: Analyzing the educational design, use and effect of spatial games for cultural heritage: A literature review
  publication-title: Comput. Educ.
  doi: 10.1016/j.compedu.2017.01.007
– start-page: 235
  year: 2019
  ident: 10.1016/j.entcom.2025.100982_b14
  article-title: Escape rooms for learning: A systematic review
– year: 2025
  ident: 10.1016/j.entcom.2025.100982_b33
– year: 2012
  ident: 10.1016/j.entcom.2025.100982_b44
– ident: 10.1016/j.entcom.2025.100982_b3
  doi: 10.1109/VS-GAMES.2016.7590371
– year: 2018
  ident: 10.1016/j.entcom.2025.100982_b51
– ident: 10.1016/j.entcom.2025.100982_b12
– volume: 15
  start-page: 318
  issue: 3
  year: 2014
  ident: 10.1016/j.entcom.2025.100982_b2
  article-title: Learning cultural heritage by serious games
  publication-title: J. Cult. Herit.
  doi: 10.1016/j.culher.2013.04.004
– volume: 1
  start-page: 100
  issue: 1
  year: 2017
  ident: 10.1016/j.entcom.2025.100982_b1
  article-title: Empirical evaluations of interactive systems in cultural heritage: A review
  publication-title: Int. J. Comput. Methods Herit. Sci.
  doi: 10.4018/IJCMHS.2017010107
– start-page: 265
  year: 2009
  ident: 10.1016/j.entcom.2025.100982_b25
  article-title: Cicero designer: An environment for end-user development of multi-device museum guides
– volume: 83
  start-page: 57709
  issue: 19
  year: 2024
  ident: 10.1016/j.entcom.2025.100982_b47
  article-title: Creating a treadmill running video game with smartwatch interaction
  publication-title: Multimedia Tools Appl.
  doi: 10.1007/s11042-023-17752-1
– start-page: 3177
  year: 2008
  ident: 10.1016/j.entcom.2025.100982_b36
  article-title: Master of the game: assessing approachability in future game design
– volume: 18
  start-page: 50
  issue: 1
  year: 1947
  ident: 10.1016/j.entcom.2025.100982_b48
  article-title: On a test of whether one of two random variables is stochastically larger than the other
  publication-title: Ann. Math. Stat.
  doi: 10.1214/aoms/1177730491
– volume: 11
  issue: 1
  year: 2017
  ident: 10.1016/j.entcom.2025.100982_b39
  article-title: A framework to design, develop, and evaluate immersive and collaborative serious games in cultural heritage
  publication-title: J. Comput. Cult. Herit.
  doi: 10.1145/3064644
– start-page: 1599
  year: 2009
  ident: 10.1016/j.entcom.2025.100982_b50
  article-title: Comparison of three one-question, post-task usability questionnaires
– year: 2015
  ident: 10.1016/j.entcom.2025.100982_b27
– volume: 18
  start-page: 63
  issue: 1–2
  year: 2012
  ident: 10.1016/j.entcom.2025.100982_b28
  article-title: Mobile urban drama: interactive storytelling in real world environments
  publication-title: New Rev. Hypermedia Multimed.
  doi: 10.1080/13614568.2012.617842
– start-page: 303
  year: 2022
  ident: 10.1016/j.entcom.2025.100982_b19
  article-title: The authoring tool evaluation problem
– start-page: 55
  year: 2015
  ident: 10.1016/j.entcom.2025.100982_b13
  article-title: Escape room games: “Can you transform an unpleasant situation into a pleasant one?”
– year: 2025
  ident: 10.1016/j.entcom.2025.100982_b34
– volume: vol. 9
  year: 2006
  ident: 10.1016/j.entcom.2025.100982_b22
  article-title: End user development
– year: 2016
  ident: 10.1016/j.entcom.2025.100982_b38
– start-page: 45
  year: 2016
  ident: 10.1016/j.entcom.2025.100982_b46
  article-title: Towards measuring user experience, activation and task performance in immersive virtual learning environments for students
– start-page: 189
  year: 1996
  ident: 10.1016/j.entcom.2025.100982_b49
– volume: 3
  issue: 8
  year: 2020
  ident: 10.1016/j.entcom.2025.100982_b5
  article-title: Systematic review on gamification and cultural heritage dissemination
  publication-title: J. Digit. Media Interact.
SSID ssj0000314854
Score 2.3356762
Snippet The increasing ubiquity of mobile devices has enabled the surge of interactive experiences at cultural heritage sites, enriching visitor immersion. However,...
SourceID crossref
elsevier
SourceType Index Database
Publisher
StartPage 100982
SubjectTerms Augmented reality
Authoring tool
Cultural heritage
End-user programming
Game experience
Usability
Title Evaluating usability for an AR-enabled escape room authoring ecosystem
URI https://dx.doi.org/10.1016/j.entcom.2025.100982
Volume 55
WOSCitedRecordID wos001536876500001&url=https%3A%2F%2Fcvtisr.summon.serialssolutions.com%2F%23%21%2Fsearch%3Fho%3Df%26include.ft.matches%3Dt%26l%3Dnull%26q%3D
hasFullText 1
inHoldings 1
isFullTextHit
isPrint
journalDatabaseRights – providerCode: PRVESC
  databaseName: Elsevier SD Freedom Collection Journals 2021
  issn: 1875-9521
  databaseCode: AIEXJ
  dateStart: 20090101
  customDbUrl:
  isFulltext: true
  dateEnd: 99991231
  titleUrlDefault: https://www.sciencedirect.com
  omitProxy: false
  ssIdentifier: ssj0000314854
  providerName: Elsevier
link http://cvtisr.summon.serialssolutions.com/2.0.0/link/0/eLvHCXMwtV3db9MwELfKxgMvfCMGA_mBt8hVndhN_Fi2ThtC0wRD6lvk-AOYhjtl7TTtr-JP5BzH7grTYA-8REl6vUS-X3137u_OCL0bFZUqmLUEsFERVowpaZjIiW5GVFI5tk3TWfpjeXhYzWbiaDD4GWthLk5L56rLS3H2X00N98DYvnT2DuZOSuEGnIPR4Qhmh-M_GX7a9-92X7Nl6J_bkzLhlzz5RExXLKUzc-6pT5kPnDO5XHwLRDxIRkNv57UV-zXigOr2gYgez1N34Cr839625op87s6pAzSExWl43jzJ-g_fFz9Azjcw6ER3XSAK63aeHQ2T5NxdBU2nILwDfixU5AS5yfDvGuFSJcl-YSPnibkV52JIpYjgoYA6TtacX5ttqe-Gmt_oCMKaxMkQxsWzgrz-4Up8ve_2b_4wsRQjAe6kDlpqr6UOWu6hzbzkAubRzcnBdPYhrev57QCqbvO99P6xYrOjFf75QjdHRNeinOPH6GGfnuBJgNUTNDDuKXoUt_7AvSd4hvZWKMMJZRhQhqXDK5ThgDLsUYYTynBC2XP0ZW96vLNP-i05iIJYZ0Ea0xRSCmbySkFUIyqRU2YhDZZaUqqllNbq3BrBuFKWS66p4JARSJmPNFWieIE23NyZlwhbWhnDGNO5aLoulHJMx6UttOEC8gC9hUgclvosdF6pb7PIFirj2NV99Biiwhowces3X93xSa_RgxVet9HGol2aN-i-ulh8P2_f9oD4BX7HjnI
linkProvider Elsevier
openUrl ctx_ver=Z39.88-2004&ctx_enc=info%3Aofi%2Fenc%3AUTF-8&rfr_id=info%3Asid%2Fsummon.serialssolutions.com&rft_val_fmt=info%3Aofi%2Ffmt%3Akev%3Amtx%3Ajournal&rft.genre=article&rft.atitle=Evaluating+usability+for+an+AR-enabled+escape+room+authoring+ecosystem&rft.jtitle=Entertainment+computing&rft.au=Guti%C3%A9rrez-S%C3%A1nchez%2C+Pablo&rft.au=G%C3%B3mez-Mart%C3%ADn%2C+Pedro+P.&rft.au=Gonz%C3%A1lez-Calero%2C+Pedro+A.&rft.au=G%C3%B3mez-Mart%C3%ADn%2C+Marco+A.&rft.date=2025-09-01&rft.issn=1875-9521&rft.volume=55&rft.spage=100982&rft_id=info:doi/10.1016%2Fj.entcom.2025.100982&rft.externalDBID=n%2Fa&rft.externalDocID=10_1016_j_entcom_2025_100982
thumbnail_l http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/lc.gif&issn=1875-9521&client=summon
thumbnail_m http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/mc.gif&issn=1875-9521&client=summon
thumbnail_s http://covers-cdn.summon.serialssolutions.com/index.aspx?isbn=/sc.gif&issn=1875-9521&client=summon