**8.4 Alignment**

Alignment refers back to the concept initially discussed when examining the High Tea project in Section 5 and specifically the alignment of a game mechanism with an educational goal. In the case of the High Tea project, the medium was very much the message and this was intended to be the case with the TNAR project in both game modes but was, for the majority of participants, only observed to be effective during the creative decoration scenes. In this section, the participants were observed to make tangible and visible links between the historical content and the real work context of the space, with the redecoration scenes unveiling the hidden histories in a way that had real meaning for the participants. The text-based game, however, despite being more contextually and educationally rich, proved less interesting to participants and they seemed to derive less pleasure from navigating these choices. It was intended that during the text-based game participants would come to emotionally respond to characters and their predicaments, with this being key to the motive power of the game mechanism. However, this did not occur, and while a clear rationale for this

*Right Game, Wrong Place? A Case Study: Using a Gamified AR Application in a Heritage… DOI: http://dx.doi.org/10.5772/intechopen.107535*

does not emerge from the evidence, there were references in the participant feedback related to the aesthetic experience with the text-based game being described as 'text heavy', overly 'educational' and 'confined'.
