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Kaj Grønbæk

Design Strategies for Balancing Exertion Games: A Study of Three Approaches

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In sports, if players' physical and technical abilities are mismatched, the competition is often uninteresting for them. With the emergence of exertion games, this could be changing. Player balancing, known from video games, allows players with different skill levels to compete, however, it is unclear how balancing mechanisms should be applied in exertion games, where physical and digital elements are fused. In this paper, we present an exertion game and three approaches for balancing it; a physical, an explicit-digital and an implicit-digital balancing approach. A user study that compares these three approaches is used to investigate the qualities and challenges within each approach and explore how the player experience is affected by them. Based on these findings, we suggest four design strategies for balancing exertion games, so that players will stay engaged in the game and contain the feeling of a fair competition, even if they have mismatched skills.
TitelProceedings of the 2016 ACM Conference on Designing Interactive Systems : DIS '16
Antal sider11
UdgivelsesstedNew York, NY, USA
ForlagAssociation for Computing Machinery
Udgivelsesår4 jun. 2016
ISBN (Elektronisk)978-1-4503-4031-1
StatusUdgivet - 4 jun. 2016
BegivenhedACM SIGCHI Conference on Designing Interactive Systems 2016 - Queensland University of Technology, Brisbane, Australien
Varighed: 4 jun. 20168 jul. 2016


KonferenceACM SIGCHI Conference on Designing Interactive Systems 2016
LokationQueensland University of Technology

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