MIND-WARPING: towards creating a compelling collaborative augmented reality game
Proceedings of the 5th international conference on Intelligent user interfaces
Paper chase revisited: a real world game meets hypermedia
Proceedings of the fourteenth ACM conference on Hypertext and hypermedia
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Automatic computer game balancing: a reinforcement learning approach
Proceedings of the fourth international joint conference on Autonomous agents and multiagent systems
ACM Transactions on Computer-Human Interaction (TOCHI)
Design for emergence: experiments with a mixed reality urban playground game
Personal and Ubiquitous Computing
From competitive to social two-player videogames
Proceedings of the 2nd Workshop on Child, Computer and Interaction
Combining web, mobile phones and public displays in large-scale: manhattan story mashup
PERVASIVE'07 Proceedings of the 5th international conference on Pervasive computing
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Balancing timing of tasks and abilities in multiplayer games is an important design element, but two time balancing issues are currently difficult to deal with: individual differences in experience or skill, and real-world elements that impose fixed temporal constraints on the game (as in mixed-reality games). We introduce adaptive time-variant minigames as a way of addressing the problems of time balancing. These minigames are parameterized to allow both a guaranteed minimum play time (to address fixed temporal constraints), and dynamic adaptability (to address temporal variances caused by individual differences). We developed three adaptive time-variant minigames and carried out two studies with them. The studies showed that the adaptation mechanisms allow accurate prediction of play time, that the minigames were valuable in helping to balance temporal asymmetries in a real mixed-reality game, and that they did not detract from the overall play experience.