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Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames

Published:26 April 2014Publication History

ABSTRACT

Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem'especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.

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    • Published in

      cover image ACM Conferences
      CHI '14: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
      April 2014
      4206 pages
      ISBN:9781450324731
      DOI:10.1145/2556288

      Copyright © 2014 ACM

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      Publication History

      • Published: 26 April 2014

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      CHI '14 Paper Acceptance Rate465of2,043submissions,23%Overall Acceptance Rate6,199of26,314submissions,24%

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