KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football
summary
Built an AR table football prototype with overhead camera, projector, IR goal sensors and projected icons that apply boosts or handicaps. A within-subjects study (N=24) compares system-triggered, button-slam and a skill-based “hold over icon” trigger; about 1–2 scored goals per match actually result from balancing. Players prefer skill-based control and challenges vs immediate boosts, but more visible icons or more applied balancing correlate with lower interest and perceived competence even though overall enjoyment remains high.
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chapters (12)
- 0:00Introduction to KickAR
- 1:08Game balancing in AR table football
- 3:22System design and hardware setup
- 5:11Game balancing mechanisms explained
- 8:03Study design and player experience
- 9:27Key findings and player preferences
- 13:43Takeaways and implications
- 15:24Q&A session begins
- 17:41Audience questions on button triggers
- 19:26Impact of balancing on gameplay
- 21:17Balancing benefits and trade-offs
- 22:22Conclusion and applause
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