Java 2D graphics
High Score! The Illustrated History of Electronic Games
High Score! The Illustrated History of Electronic Games
Challenge-Sensitive Action Selection: an Application to Game Balancing
IAT '05 Proceedings of the IEEE/WIC/ACM International Conference on Intelligent Agent Technology
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Pro Java 6: Game Development with Java: 3D and JOGL
Pro Java 6: Game Development with Java: 3D and JOGL
Killer Game Programming in Java
Killer Game Programming in Java
Java In A Nutshell, 5th Edition
Java In A Nutshell, 5th Edition
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
The influence of performance-oriented widgets on interactive behavior while playing videogames
Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology
User performance tweaking in videogames: a physiological perspective of player reactions
AH '12 Proceedings of the 3rd Augmented Human International Conference
Time balancing with adaptive time-variant minigames
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
Hi-index | 0.01 |
In this paper we present a strategy to design social videogames (from classic competitive ones) which allow parents to play with their children and have fun in spite of their different levels. A first tennis videogame (based on the classic Pong) which implements this strategy has already been developed. In the paper we first motivate this work and briefly survey related work. Then we describe the general strategy and its application to the case of the tennis videogame.