Chapter 1 Introduction
1.1 Research Objective
1.1.1 Research Question
1.1.2 Relevance
1.1.3 Scope
1.2 Methodology
Chapter 2 Literature Review
2.1 The Concept of Time
2.1.1 Human Perception of Time
2.1.2 Historical Context of Time Perception
2.1.3 Time Perception based on dual Dimensions
2.1.4 Linear and Circular Time Perception
2.1.5 Parameters of Linear and Circular Time Perception
2.1.6 Case Studies on the Effect of Time Perception
2.1.7 Summary
2.2 The Medium of Games
2.2.1 The Nature of Play
2.2.2 The Medium of Serious Games
2.2.3 Case Studies on Serious Games
2.2.4 The Medium of Board Games
2.2.5 Case Studies on Board Games
2.2.6 Components of Game Mechanics
2.3 Augmented Reality Technology
2.3.1 Case Studies on Augmented Reality Applications
2.4 Summary
Chapter 3 Design
3.1 Time Perception Survey
3.1.1 Data Analysis
3.1.2 Summary
3.2 Game Concept
3.2.1 Game Board Design
3.2.2 Parameter Selection
3.2.3 6-Dimension Profile
3.3 Game Mechanics
3.3.1 Time Perception Assessment
3.3.2 Movement
3.3.3 Actions
3.3.4 Reflection
3.3.5 Scoring
3.4 App Design
3.4.1 App Development
3.4.2 Marker Technology
3.5 Physical Prototypes
3.7 Iterations
3.8 Manufacturing
3.9 Summary
Chapter 4 Experiment
4.1 Aim
4.1.1 Participants
4.1.2 Procedure
4.2 Research Hypotheses
4.3 Experiment Execution
4.4 Experiment Results
4.4.1 Verification of Hypotheses
4.5 Post-Game Survey
4.6 Human Factor Experiment
4.7 Expert Interviews
4.8 Discussion
Chapter 5 Conclusion and Outlook
5.1 Answering the Research Question
5.2 Contribution to the Research Field
5.3 Possible Fields of Application
5.4 Limitations
5.5 Future Research Directions
5.6 Conclusion
Bibliography
Figure References
Appendices
Acknowledgement
Biographical Notes and Academic Achievements during the Program