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Improving player balancing in racing games

Published: 19 October 2014 Publication History

Abstract

In competitive games where players' skill levels are mis-matched, the play experience can be unsatisfying for both stronger and weaker players. Player balancing provides assistance for less-skilled players in order to make games more competitive and engaging. Although player balancing can be seen in many real-world games, there is little work on the design and effectiveness of these techniques outside of shooting games. In this paper we provide new knowledge about player balancing in the popular and competitive rac-ing genre. We studied issues of noticeability and balancing effectiveness in a prototype racing game, and tested the effects of several balancing techniques on performance and play experience. The techniques significantly improved the balance of player performance, were preferred by both experts and novices, increased novices' feelings of competi-tiveness, and did not detract from experts' experience. Our results provide new understanding of the design and use of player balancing for racing games, and provide novel tech-niques that can also be applied to other genres.

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    cover image ACM Conferences
    CHI PLAY '14: Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play
    October 2014
    492 pages
    ISBN:9781450330145
    DOI:10.1145/2658537
    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: 19 October 2014

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    Author Tags

    1. driving games
    2. dynamic balancing
    3. player balancing

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    CHI PLAY '14 Paper Acceptance Rate 30 of 104 submissions, 29%;
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    • (2024)A Framework to Even-Out Racetrack BiasProceedings of the 19th International Conference on the Foundations of Digital Games10.1145/3649921.3659849(1-8)Online publication date: 21-May-2024
    • (2024)Exploring the Facets of the Multiplayer VR Gaming ExperienceACM Transactions on Multimedia Computing, Communications, and Applications10.1145/364989720:9(1-24)Online publication date: 29-Feb-2024
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    • (2024)The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing MechanicsProceedings of the 2024 CHI Conference on Human Factors in Computing Systems10.1145/3613904.3642441(1-16)Online publication date: 11-May-2024
    • (2024)Dynamic difficulty adjustment approaches in video games: a systematic literature reviewMultimedia Tools and Applications10.1007/s11042-024-18768-x83:35(83227-83274)Online publication date: 12-Mar-2024
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    • (2023)Supporting Aim Assistance Algorithms through a Rapidly Trainable, Personalized Model of Players’ Spatial and Temporal Aiming AbilityProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581293(1-17)Online publication date: 19-Apr-2023
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