Towards the next generation of tabletop gaming experiences
GI '04 Proceedings of the 2004 Graphics Interface Conference
Pervasive games: bringing computer entertainment back to the real world
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
On the design of Camelot, an outdoor game for children
Proceedings of the 2006 conference on Interaction design and children
A Theory of Fun for Game Design
A Theory of Fun for Game Design
Weathergods: tangible interaction in a digital tabletop game
Proceedings of the 1st international conference on Tangible and embedded interaction
TagTiles: optimal challenge in educational electronics
Proceedings of the 1st international conference on Tangible and embedded interaction
Proceedings of the 6th international conference on Interaction design and children
Dynamic Game Balancing by Recognizing Affect
Proceedings of the 2nd International Conference on Fun and Games
A Tangible Tabletop Game Supporting Therapy of Children with Cerebral Palsy
Proceedings of the 2nd International Conference on Fun and Games
ESPranto SDK: an adaptive programming environment for tangible applications
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Playing games against people with a different skill level can be boring or frustrating, which decreases fun. A solution is to introduce specific rules that balance a game. In this paper we describe a study in which we used an electronic board game with tangible interaction to investigate whether balancing a game indeed increases fun experienced. We also investigate whether balancing skill levels implicitly (players are unaware) or explicitly (players are aware) has an influence on the fun experienced. We found that players who lost a game felt more successful in the balanced game compared to the unbalanced game. The balanced game also offered the players more fun experience than they expected beforehand. Finally, players preferred to play an explicitly balanced game because it increased the feeling of effort and challenge.