## 3 Results
### Summary of the Selected Articles
#### 3.1.5 Entertainment
An AR prototype and a vibrotactile feedback jacket allowed greater interaction with video games through vibrations. There were 14 actuators used to vary the type and intensity of vibration according to the game scenario, generating an immersive experience. Unity 3D, C# language Oculus DK2 system, and Arduino were employed. The results obtained were satisfactory, although in some conditions the rate of frames per second (FPS) was reduced up to 32%; the study is pending tests on users and measuring satisfaction [66]. A study made in the year 2020 by [PERSON] and [PERSON] evaluates the use of marker-less mobile AR-like technology to implement a multiplayer game scenario that can be used to improve socialization, communication skills, and emotional intelligence in elementary school children. It also makes a comparison between competitive play and collaborative play. The results obtained were that both game modes are intrinsically satisfying for children and generated positive emotions such as enthusiasm, and collaboration having a greater impact on emotional affection, social interaction, and interest [18]. PlanetarySystemGO is a mobile AR system for educational and entertainment purposes based on the location of the celestial bodies and the planetary systems of the universe, with an added web application to interact with a mobile phone. It is also useful in person, online, or as a system of teaching curricular content, where the application was evaluated and gave positive results in motivation and learning; however, training for the management of RA in teachers is still one of the main struggles [67]. AR in sports entertainment plays an important role in seeking to improve the viewer experience with a novel combination of existing image processing techniques, artificial vision, and machine learning in stadiums or normal sports fields. This EAR System application gives the viewer information about players and the match, and although there were current problems to recognize each player, in this examination, researchers tried to eliminate blurring, lighting problems, or obstacles to recognizing the players, achieving an improvement of 95.18% and 90.75%, respectively. In the end, in a low light range of 52.12% to 94.22%, the app successfully achieved the desired enhancement [68]. One of the articles was related to a combination of techniques, which are AR modeling and already existing game engines to improve a realistic AR environment. All this is made to enhance some design problems in AR games such as realistic 3D images, shading, occlusion, overlaps, lighting, and perception, among other important special effects for AR game characters in real environments. The GREP platform, as well as the Unity platform, were the technologies implemented to create the features needed, and they were tested in two AR games applied in an auditorium from Madrid, where more than 100 people played at the same time. Thanks to this study it was found that the combination of both tools was feasible to fulfill the necessities of improvement in realistic scenarios for AR games. Researchers do not discard the possibility of this implementation in other areas where it is necessary to improve AR realistic effects in environments [69]. A study of AR in sports broadcasting was carried out concerning the viewer experience to identify the key characteristics, as well as their advantages and disadvantages. This study was carried out with 30 participants who knew and at the same time understood the sport. Qualitative data were obtained through a structured interview where four characteristics were found and AR turned out to be an informative, novel, lively, and a telepresence tool. The drawbacks were the distraction and the lack of authenticity [70]. Finally, another example where entertainment in AR was highlighted was in a systematic review using keywords and medical terms associated with VR/AR, rehabilitation, and musculoskeletal disorders.