Proceedings of the First Superhuman Sports Design Challenge: First International Symposium on Amplifying Capabilities and Compe 2018
DOI: 10.1145/3210299.3210300
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Cited by 11 publications
(3 citation statements)
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“…At the same time, adolescents [59] and young adults [3] are only targeted by one XR game each. Although we have seen the term "younger generations" or "young people" in the descriptions of a few games [25,109], we did not code them for this category. It was unclear what exactly the younger generation refers to; is it children or younger adults?…”
Section: Dimension Ii: Peoplementioning
confidence: 99%
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“…At the same time, adolescents [59] and young adults [3] are only targeted by one XR game each. Although we have seen the term "younger generations" or "young people" in the descriptions of a few games [25,109], we did not code them for this category. It was unclear what exactly the younger generation refers to; is it children or younger adults?…”
Section: Dimension Ii: Peoplementioning
confidence: 99%
“…With path-based tasks (𝑛=66), players travel along or follow a specific path in the game: In [9], "the player cycles along a straight path with a speed proportional to cycling revolutions per minute". In target-based tasks (𝑛=79), players must shoot, throw, or hit targets with their hands, weapons, or projectiles (e.g., VRabl [25]).…”
Section: Dimension Iv: Designmentioning
confidence: 99%
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