KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
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KickAR:通过增强现实桌上足球的增强和障碍探索游戏平衡

DOI:
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发表时间:
2018
期刊:
International Conference on Human Factors in Computing Systems
影响因子:
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通讯作者:
M. Weber
M. Weber
中科院分区:
--
文献类型:
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作者:
Katja Rogers;Mark Colley;David Lehr;Julian Frommel;Marcel Walch;Lennart E. Nacke;M. Weber

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当玩家技能水平不匹配时,游戏提供不令人满意的玩家体验。玩家平衡在许多数字游戏类型中被用来解决这个问题,但还没有被研究用于协同定位的增强现实(AR)桌面游戏,其中使用增强和障碍可以针对不同的玩家技能水平进行调整。在AR桌上足球游戏的设置中,我们研究了游戏平衡由游戏系统或玩家触发的重要性,以及是否需要玩家技能来触发游戏平衡。我们实现了投影图标,以突出显示AR桌上足球游戏中的游戏平衡机制。在一项受试者内研究(N=24)中,我们发现玩家更喜欢基于技能的游戏平衡控制,并且不同的触发器被认为具有不同的公平性。此外,研究表明,即使被认为是不公平的游戏平衡也可以提供愉快的游戏体验。根据我们的研究结果,我们提供了建议,玩家平衡在AR桌面游戏。
When player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR table football game, we studied the importance of game balancing being triggered by the game system or the players, and whether player skill should be required to trigger game balancing. We implemented projected icons to prominently display game balancing mechanics in the AR table football game. In a within-subjects study (N=24), we found players prefer skill-based control over game balancing and that different triggers are perceived as having different fairness. Further, the study showed that even game balancing that is perceived as unfair can provide enjoyable game experiences. Based on our findings, we provide suggestions for player balancing in AR tabletop games.
DOI: 10.1016/0005-7916(94)90063-9
发表时间: 1994-03-01
影响因子: 1.8
作者:
BRADLEY, MM;LANG, PJ
通讯作者: LANG, PJ