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How Game Balancing Affects Play: Player Adaptation in an Exergame for Children with Cerebral Palsy

Published: 10 June 2017 Publication History

Abstract

Player balancing helps people with different levels of physical ability and experience play together by providing customized assistance. Player balancing is particularly important in exergames, where differences in physical ability can have a large impact on game outcomes, and in making games accessible to people with motor disabilities. To date, there has been little research into how balancing affects people's gameplay behaviour over time. This paper reports on a six-day study with eight youths with cerebral palsy. Two games incorporated algorithms to balance differences in pedaling ability and aiming ability. Balancing positively impacted motivation versus non-balanced conditions. Even in "blowout" games where one player won by a large margin, perceived fun and fairness were higher for both players when a player balancing algorithm was present. These results held up over six days, demonstrating that the results of balancing continued even after players had the opportunity to understand and adapt to the balancing algorithms.

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Cited By

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  • (2024)From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor DisabilitiesProceedings of the ACM on Human-Computer Interaction10.1145/36770738:CHI PLAY(1-30)Online publication date: 15-Oct-2024
  • (2024)Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayProceedings of the ACM on Human-Computer Interaction10.1145/36770578:CHI PLAY(1-48)Online publication date: 15-Oct-2024
  • (2024)Inclusive esports: Sense of Agency and Fairness through Pre-Training-Based Assistive MethodsProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3688488(1-4)Online publication date: 27-Oct-2024
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    cover image ACM Conferences
    DIS '17: Proceedings of the 2017 Conference on Designing Interactive Systems
    June 2017
    1444 pages
    ISBN:9781450349222
    DOI:10.1145/3064663
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    Publication History

    Published: 10 June 2017

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    Author Tags

    1. active video game
    2. exergame
    3. game balancing
    4. player balancing
    5. video game design

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    DIS '17: Designing Interactive Systems Conference 2017
    June 10 - 14, 2017
    Edinburgh, United Kingdom

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    DIS '17 Paper Acceptance Rate 107 of 487 submissions, 22%;
    Overall Acceptance Rate 1,158 of 4,684 submissions, 25%

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    Cited By

    View all
    • (2024)From Imagination to Innovation: Using Participatory Design Fiction to Envision the Future of Accessible Gaming Wearables for Players with Upper Limb Motor DisabilitiesProceedings of the ACM on Human-Computer Interaction10.1145/36770738:CHI PLAY(1-30)Online publication date: 15-Oct-2024
    • (2024)Aiming, Pointing, Steering: A Core Task Analysis Framework for GameplayProceedings of the ACM on Human-Computer Interaction10.1145/36770578:CHI PLAY(1-48)Online publication date: 15-Oct-2024
    • (2024)Inclusive esports: Sense of Agency and Fairness through Pre-Training-Based Assistive MethodsProceedings of the 26th International ACM SIGACCESS Conference on Computers and Accessibility10.1145/3663548.3688488(1-4)Online publication date: 27-Oct-2024
    • (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
    • (2023)An Examination of Motivation in Physical Therapy Through the Lens of Self-Determination Theory: Implications for Game DesignProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581171(1-16)Online publication date: 19-Apr-2023
    • (2023)Automation Confusion: A Grounded Theory of Non-Gamers’ Confusion in Partially Automated Action GamesProceedings of the 2023 CHI Conference on Human Factors in Computing Systems10.1145/3544548.3581116(1-19)Online publication date: 19-Apr-2023
    • (2023)Dance Mat Fun - A Participatory Design of Exergames for Children with DisabilitiesPervasive Computing Technologies for Healthcare10.1007/978-3-031-34586-9_34(513-527)Online publication date: 11-Jun-2023
    • (2022)Methodological Standards in Accessibility Research on Motor Impairments: A SurveyACM Computing Surveys10.1145/354350955:7(1-35)Online publication date: 15-Dec-2022
    • (2022)Designing a Smartphone Exergame for Children with Cerebral Palsy in the Home EnvironmentExtended Abstracts of the 2022 Annual Symposium on Computer-Human Interaction in Play10.1145/3505270.3558325(183-188)Online publication date: 2-Nov-2022
    • (2022)Two Heads Are Better Than One: A Dimension Space for Unifying Human and Artificial Intelligence in Shared ControlProceedings of the 2022 CHI Conference on Human Factors in Computing Systems10.1145/3491102.3517610(1-21)Online publication date: 29-Apr-2022
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