Figure 1: The KickAR system augments a foosball table with projection-based game data (a) and game balancing icons (b). When activated, these can either disadvantage stronger players, or favour weaker ones, for example by allowing their next goal (within a certain time frame) to count as two points (c). We investigated different triggering mechanisms of game balancing to compare system-triggered and user-triggered game balancing mechanisms; one of the latter involved pressing a button to trigger icons (d).
ABSTRACTWhen player skill levels are not matched, games provide an unsatisfying player experience. Player balancing is used across many digital game genres to address this, but has not been studied for co-located augmented reality (AR) tabletop games, where using boosts and handicaps can adjust for different player skill levels. In the setting of an AR table football game, we studied the importance of game balancing being triggered by the game system or the players, and whether player skill should be required to trigger game balancing. We implemented projected icons to prominently display game balancing mechanics in the AR table football game. In a within-subjects study (N=24), we found players prefer skill-based control over game balancing and that different triggers are perceived as having different fairness. Further, the study showed that even game balancing that is perceived as unfair can provide enjoyable game experiences. Based on our findings, we provide suggestions for player balancing in AR tabletop games.