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Towards understanding balancing in exertion games

Published: 11 November 2014 Publication History

Abstract

Playing exertion games with others can be engaging. However, players with different physical skill levels competing against each other can experience reduced engagement because they are either not challenged enough, or challenged too much. Balancing methods can address this; however, there is only limited understanding of balancing in exertion games. In this paper, we identify two distinct dimensional balancing techniques: "internal adjustment" and "external adjustment". We report results from a study where we measured player engagement after applying these adjustments to a digital table tennis game and the traditional table tennis game, finding two disengagement factors: "unexpected physical challenges" and "unacceptable competitive advantage". Based on these factors we derived a set of exertion game design considerations. We conclude that applying digital technology to a physical game can change the required skill level to play the game, and this can affect the impact of these adjustments on player engagement. These results enhances our understanding of balancing in exertion games, supporting the benefits of playing exertion games with others.

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    cover image ACM Other conferences
    ACE '14: Proceedings of the 11th Conference on Advances in Computer Entertainment Technology
    November 2014
    422 pages
    ISBN:9781450329453
    DOI:10.1145/2663806
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    Publication History

    Published: 11 November 2014

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    Author Tags

    1. exertion games
    2. game adjustment
    3. game balancing
    4. games
    5. handicapping
    6. sports

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    Cited By

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    • (2024)Shared Bodily Fusion: Leveraging Inter-Body Electrical Muscle Stimulation for Social PlayProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3660723(2088-2106)Online publication date: 1-Jul-2024
    • (2024)Rethinking dynamic difficulty adjustment for video game designEntertainment Computing10.1016/j.entcom.2024.10066350(100663)Online publication date: May-2024
    • (2023)Auto-Paizo Games: Towards Understanding the Design of Games That Aim to Unify a Player’s Physical Body and the Virtual WorldProceedings of the ACM on Human-Computer Interaction10.1145/36110547:CHI PLAY(893-918)Online publication date: 4-Oct-2023
    • (2022)CoXercise - Perceptions of a Social Exercise Game and its Effect on Intrinsic MotivationProceedings of the 2022 Australasian Computer Science Week10.1145/3511616.3513113(176-185)Online publication date: 14-Feb-2022
    • (2021)Rift Racers - Effect of Balancing and Competition on Exertion, Enjoyment, and Motivation in an Immersive Exergame2021 36th International Conference on Image and Vision Computing New Zealand (IVCNZ)10.1109/IVCNZ54163.2021.9653159(1-6)Online publication date: 9-Dec-2021
    • (2021)Developing gamification e-quizzes based on an android app: the impact of asynchronous formEducation and Information Technologies10.1007/s10639-021-10469-4Online publication date: 24-Mar-2021
    • (2020)Race Yourselves: A Longitudinal Exploration of Self-Competition Between Past, Present, and Future Performances in a VR ExergameProceedings of the 2020 CHI Conference on Human Factors in Computing Systems10.1145/3313831.3376256(1-17)Online publication date: 21-Apr-2020
    • (2020)Game Adaptation by Using Reinforcement Learning Over Meta GamesGroup Decision and Negotiation10.1007/s10726-020-09652-830:2(321-340)Online publication date: 13-Jan-2020
    • (2019)iGYMProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3311350.3347161(31-43)Online publication date: 17-Oct-2019
    • (2019)Pose-Guided Level DesignProceedings of the 2019 CHI Conference on Human Factors in Computing Systems10.1145/3290605.3300784(1-12)Online publication date: 2-May-2019
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