Samenvatting
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.
Originele taal-2 | Engels |
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Titel | CHI '14 : Proceedings of the SIGCHI Conference on Human Factors in Computing Systems |
Uitgeverij | Association for Computing Machinery, Inc. |
Pagina's | 2201-2210 |
Aantal pagina's | 10 |
ISBN van geprinte versie | 978-1-4503-2473-1 |
DOI's | |
Status | Gepubliceerd - 2014 |
Extern gepubliceerd | Ja |