# Assessing the Value of Information in an Augmented Reality City Experience
## 2 Background
### The Value of Location-Based Augmented Reality Information  
Building on the understanding of AR as a rich medium, we now turn to examining its specific impact on the perceived value of information, particularly from the producer's perspective. Limited research to date examines the producer's perceived value in the context of AR. An early study by [PERSON] et al. [31] investigated hyperlocal news content within AR to enrich crowdsourcing and location-based user-generated content sharing and consumption [32]. Their research emphasized content aspects, including task interestingness, content quality, AR application interaction, and information access implementation. Another study examined the utilization of user-generated content on mobile devices to facilitate informal learning based on location [33]. [PERSON] and [PERSON] [34] developed a model incorporating AR with gamification elements to empower users to create content at points of interest. This model allowed users to share personal experiences and information through various media forms (text, video, images, and audio), accompanied by a trophy-based achievement system [34]. Furthermore, [PERSON] et al. [12] examined the perceived value of AR in tourism, focusing on tourism suppliers. They identified five AR tourism-specific value dimensions: marketing, organizational, economic, tourist, and epistemic. Their findings indicate that the tourism industry perceives AR's greatest value in its marketing potential. These studies highlight the potential of AR in enhancing user-generated content, improving information sharing and creating value across various domains. However, they also underscore the need for further research into the producer's and consumer's perceived value in AR contexts. Our study aims to address this gap by examining both consumer and  
Figure 2: Research model for the second experiment. producer perspectives in AR contexts, providing a more comprehensive understanding of AR's impact on information value. One of the most prominent promises in AR technologies is its effect on learning [27; 35]. We expect AR to improve knowledge retention. The rationale here assumes that AR, as a richer medium, may increase engagement and interactivity with information, thereby potentially enhance knowledge retention by creating stronger associations between the physical environment and the presented information. This multi-modal presentation of information (visual and spatial) may lead to deeper processing and better recall, as suggested by theories of multimedia learning [36]. Therefore, we propose that the addition of AR technology to the information presented improves performance on knowledge tests about the points of interest compared to non-AR producers (Figure 2; H5). Our study focuses on content creation and consumption within the framework of local points of interest. Given technologies like AR, which offer users novel ways to interact with presented information, we compare standard information delivery with AR-supported information display. Additionally, we consider the two perspectives--consumers and producers--which need further research on the value of information. Hence, our primary goal is to closely examine the value of information as an experience good within the context of AR. Accordingly, our main research question is as follows: How does the AR technology and information experience affect the perceived value of digital information? To answer this question, we conducted two field experiments, each with a different focus. Specifically, in the first study (Figure 1), we address the following question: Does the role of information consumer versus producer influence perceived value differently in AR environments? We measured the perceived value of information during the experience using a built-in rating system. In the second study, we focused on the producer's experience and measured the perceived value of information before, during, and after the experience (Figure 2).