~/talk

KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football

Talkat CHI 2018 · 2018-04-21..04-26· [game-development]
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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.

AI-written summary · about

  1. 0:00Introduction to KickAR
  2. 1:08Game balancing in AR table football
  3. 3:22System design and hardware setup
  4. 5:11Game balancing mechanisms explained
  5. 8:03Study design and player experience
  6. 9:27Key findings and player preferences
  7. 13:43Takeaways and implications
  8. 15:24Q&A session begins
  9. 17:41Audience questions on button triggers
  10. 19:26Impact of balancing on gameplay
  11. 21:17Balancing benefits and trade-offs
  12. 22:22Conclusion and applause
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