Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
The case for dynamic difficulty adjustment in games
Proceedings of the 2005 ACM SIGCHI International Conference on Advances in computer entertainment technology
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Jogging over a distance: supporting a "jogging together" experience although being apart
CHI '07 Extended Abstracts on Human Factors in Computing Systems
Proceedings of the 20th Australasian Conference on Computer-Human Interaction: Designing for Habitus and Habitat
Heart rate control of exercise video games
Proceedings of Graphics Interface 2009
Fundamentals of Game Design
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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Balancing play can be important for engaging people in games since it allows players with different skills to play together and still feel challenged. Balancing play in exertion games has previously been explored by altering the physical effort. To further our understanding of how to design more balanced experiences, we extend this prior work by studying the affect on play of using a score handicap, which gives the less skilled player an initial score advantage. A performance handicap was also studied by asking the most skilled player to play with the non-dominant hand. We studied digital and non-digital table tennis games, which provide different game interactions, as examples of non-parallel, competitive games. Our results show that these different game interactions influenced the impact that the different handicaps had on player's scores. Therefore, we suggest that the game interaction is a key element to understand the suitability of score and performance balancing methods.