# Does Augmented Reality Affect Sociability, Entertainment, and Learning? A Field Experiment
## 2 Materials and Methods
### Measures  
We measured the dependent variable of sociability with a same four-item instrument [33] before and after the game. This instrument was chosen because of its validated design of before and after measurement points. Participants answered statements on a scale from 1 (strongly disagree) to 7 (strongly agree): \"Right now I feel social,\" \"Right now I feel unsocial,\" \"Right now I feel talkative,\" and \"Right now I feel quiet.\" The sum variable of the items had a Cronbach's alpha of 0.86 before and 0.90 after the quiz. Average sum variable was used for the remainder after subtracting before from after values of perceived sociability. We measured the dependent variable related to social behavior by asking participants in the questionnaire whether they talked with other visitors and, if yes, whether they were unknown to them from before. We used these measures as dummy variables. In addition to the questionnaire items, we collected information about written comments and replies that were collected for every AR and non-AR app participant via the applications. The AR app also collected data about how many comments or replies were read by the users. After the field days, we collected papers left for pen-and-paper participants on a side desk for commenting.  
The second set of dependent variables is related to the entertainment value and affects. Considering the reliable results of previous research in measuring immediate moment positive and negative affects [34; 35], we asked all participants two questions in the middle of the quiz--that is, how excited or nervous they felt at the moment of filling the quiz. At the end of the questionnaire, participants also scored one statement about feeling tired after the exhibition. In addition to measuring perceived affects, we measured entertainment in the light of application and museum context. After the quiz, we asked them about their app satisfaction using three items (e.g., \"the application I tested was fun to use\") with a [PERSON]'s alpha of 0.83. They also answered to two items of exhibition satisfaction (e.g., \"the exhibition was interesting\") with a [PERSON]'s alpha of 0.80. We measured all items regarding entertainment value and affects on a scale from 1 to 7. Average sum variable was used for the 3- and 2-item measures of app and exhibition satisfaction.  
Thirdly, we measured participants' performance in the quiz. Scoring was based on how the science center scored its quizzes. If the correct answer to the question was \"All of the above,\" a user received 3 points, and if only a single choice was selected when \"All of the above\" was a correct answer, a user received 1 point. After the first question, a user received 1 point for a correct answer and 0 for incorrect ones. In the analysis, we excluded those participants who did not finish the quiz. This information was collected with applications and calculated for pen-and-paper participants based on whether they answered the last question of the quiz.  
We used a semi-structured interview method to collect a more in-depth account of user perceptions. The interview form contained 10 questions related to the experiences of the previous experiment (see Appendix C). The answers to the questions allowed us to examine the underlying reasons for theresults of the experiment with the AR quiz application. Table 1 shows the descriptive statistics of all measures used in this study.