Sally&Molly: A Children’s Book with Real-Time Multiplayer
Mobile Augmented Reality
Gabriel De Ioannes Becker
gdeioannes@gmail.com
Bauhaus-Universität Weimar
Weimar, Germany
Eva Hornecker
eva.hornecker@uni-weimar.de
Bauhaus-Universität Weimar
Weimar, Germany
ABSTRACT
The book ’Sally&Molly’ is for children aged fve to ten, a phase
where children transition from a self-centered view of the world
to social understanding. Via mobile AR we ofer a second layer
to the book and playful activities with it. We describe the design
and design rationale, and explore cooperative real-time multiplayer
mechanics for children in mobile AR.
CCS CONCEPTS
· Human-centered computing → Mixed / augmented real-
ity; Collaborative and social computing theory, concepts and
paradigms; Ubiquitous and mobile computing design and evaluation
methods;
KEYWORDS
AR Gaming, Game Design, Augmented Book, Reading, Play
ACM Reference Format:
Gabriel De Ioannes Becker and Eva Hornecker. 2021. Sally&Molly: A Chil-
dren’s Book with Real-Time Multiplayer Mobile Augmented Reality . In
Extended Abstracts of the 2021 Annual Symposium on Computer-Human In-
teraction in Play (CHI PLAY ’21), October 18ś21, 2021, Virtual Event, Austria.
ACM, New York, NY, USA, 7 pages. https://doi.org/10.1145/3450337.3483498
1 INTRODUCTION
The project Sally&Molly focuses on game design for children in a
real-time, multiplayer, mobile handheld AR video game. This was
developed in two stages. The frst relates to characters and narrative
creation; it focused on the creative development of the traditional,
physical book and its story, including play mechanics. The second
stage enhances this with a technology layer. Developing the book
in stages enables us to distribute and test a version that in itself is
complete and has permanent value for its users. As the physical
book is available for purchase, this also simplifes user testing with
a global user base, as participants of studies only need to download
the game app.
There are several reasons for choosing a see-through augmented
reality (AR) approach with a physical book as a base instead of
purely virtual game play. The project’s main aim is mobile game-
play that is appropriate and healthy for children’s transition from
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CHI PLAY ’21, October 18ś21, 2021, Virtual Event, Austria
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ACM ISBN 978-1-4503-8356-1/21/10.
https://doi.org/10.1145/3450337.3483498
the pre-operational to concrete operational period [16]. We take
into consideration diferent views regarding children’s development
concerning technology [12, 14] and video game experience design.
The video games for health movement [4] proposes to design for
positive, healthy benefts. However, it has been debated that this
view lacks emphasis on the spectrum of human emotion that video
games can elicit [7, 18]. Playground design research [5] identifed a
fruitful overlap between these perspectives, and argues for a holistic
view on the range of decision making in play activities: for their
development, children need physical, emotional and intellectual
stimuli in the full range possible. With our approach, a physical book
can encourage bodily experiences which are benefcial for playing
[21, 24], gives ownership to children, and can easily be socially
shared, ftting into common parent-child reading patterns and roles.
Moreover, with Sally&Molly, social gaming can transition from a
single play ’local’ activity to shared play and remote multiplayer
game play.
In this work in progress, we develop and preliminary tested
a demo application that showcases the possibilities of an AR for
single-play and cooperative multiplayer play mechanics in diferent
play scenarios using the book.
2 AR FOR CHILDREN
The idea for AR books has been around for a considerable time
[6, 10, 22]. Advances in ubiquitous mobile technologies have now
made AR accessible for large audiences. The research classifcation
made in 2016 by Altınpulluk and Kesim [3] needs an update since
there has been a considerable amount of new investigation in the
fve years since. However, there is still not much work on AR Books
with real-time multiplayer experiences. Instead, among other topics,
environment mapping is investigated for multiplayer experiences,
as with EmoFindAR[19].
With the new technologies, one could think that AR Books are
a thing of the past. However, people still enjoy physical books,
sometimes because of their print quality, physicality (material qual-
ities), and being able to own them [13, 20, 23]. Studies on AR and
children’s development [9] mention social and physical benefts.
For instance, Pokemon-Go allows children to participate in group
activities and provides shared topics for interacting in groups [9].
Studies have found that children quickly understand AR overlays
on books, that they need clear feedback on progress or ’success
signals’, and that age-appropriate choice of story and interaction
are important [10]. As AR books are still novel for consumers and
younger children, there is still much to be explored and researched.
The technologies allow new forms of social play with a physical
object in real-time, introducing novel and healthy ways of social-
ization in video games for younger children.
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