Abstract
Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem'especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.
Original language | English |
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Title of host publication | CHI '14 : Proceedings of the SIGCHI Conference on Human Factors in Computing Systems |
Publisher | Association for Computing Machinery, Inc |
Pages | 2201-2210 |
Number of pages | 10 |
ISBN (Print) | 978-1-4503-2473-1 |
DOIs | |
Publication status | Published - 2014 |
Externally published | Yes |