The “prince” technique: Fitts' law and selection using area cursors
CHI '95 Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Making computers easier for older adults to use: area cursors and sticky icons
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Acquisition of expanding targets
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Massively Multiplayer Game Developemnt
Massively Multiplayer Game Developemnt
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
The bubble cursor: enhancing target acquisition by dynamic resizing of the cursor's activation area
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
"Beating" Fitts' law: virtual enhancements for pointing facilitation
International Journal of Human-Computer Studies - Special issue: Fitts law 50 years later: Applications and contributions from human-computer interaction
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Predictive interaction using the delphian desktop
Proceedings of the 18th annual ACM symposium on User interface software and technology
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Proceedings of the 20th annual ACM symposium on User interface software and technology
Perceptibility and utility of sticky targets
GI '08 Proceedings of graphics interface 2008
Semantic pointing for object picking in complex 3D environments
GI '08 Proceedings of graphics interface 2008
DynaSpot: speed-dependent area cursor
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
From competitive to social two-player videogames
Proceedings of the 2nd Workshop on Child, Computer and Interaction
Thoughts on adjusting perceived difficulty in games
Proceedings of the Sixth Australasian Conference on Interactive Entertainment
Fundamentals of Game Design
TractorBeam selection aids: improving target acquisition for pointing input on tabletop displays
INTERACT'05 Proceedings of the 2005 IFIP TC13 international conference on Human-Computer Interaction
Brothers and sisters at play: exploring game play with siblings
Proceedings of the ACM 2012 conference on Computer Supported Cooperative Work
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
Filtering joystick data for shooter design really matters
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Power me Up!: an interactive and physiological perspective on videogames' temporary bonus rewards
Proceedings of the 4th International Conference on Fun and Games
Proceedings of the 4th International Conference on Fun and Games
Design patterns of focused attention
Proceedings of the First Workshop on Design Patterns in Games
Analysis and comparison of target assistance techniques for relative ray-cast pointing
International Journal of Human-Computer Studies
Imaginary reality gaming: ball games without a ball
Proceedings of the 26th annual ACM symposium on User interface software and technology
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In games where skills such as targeting are critical to winning, it is difficult for players with different skill levels to have a competitive and engaging experience. Although several mechanisms for accommodating different skill levels have been proposed, traditional approaches can be too obvious and can change the nature of the game. For games involving aiming, we propose the use of target assistance techniques (such as area cursors, target gravity, and sticky targets) to accommodate skill imbalances. We compared three techniques in a study, and found that area cursors and target gravity significantly reduced score differential in a shooting-gallery game. Further, less skilled players reported having more fun when the techniques helped them be more competitive, and even after they learned assistance was given, felt that this form of balancing was good for group gameplay. Our results show that target assistance techniques can make target-based games more competitive for shared play.