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

机译:踢球路:通过增强现实表足球的增强和障碍探索游戏平衡

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摘要

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.
机译:当玩家技能水平不匹配时,游戏提供不满意的玩家体验。播放器平衡用于许多数字游戏类型来解决这个问题,但尚未研究共同位于增强现实(AR)桌面游戏,其中使用Boosts和Handicaps可以调整不同的玩家技能水平。在AR表足球比赛的设置中,我们研究了游戏系统或玩家触发游戏平衡的重要性,以及是否应该需要玩家技能来触发游戏平衡。我们在AR表足球比赛中实现了预计的图标,以突出显示游戏平衡力学。在受试者内的研究中(n = 24)中,我们发现玩家更喜欢基于技能的控制,对游戏平衡,不同的触发器被认为具有不同的公平性。此外,该研究表明,即使是不公平被认为的游戏平衡也可以提供愉快的游戏体验。根据我们的调查结果,我们为AR桌面游戏中的玩家提供了建议。

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