Proceedings of the Annual Symposium on Computer-Human Interaction in Play 2019
DOI: 10.1145/3311350.3347152
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Cited by 29 publications
(10 citation statements)
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“…Conversely, when an early iteration of #3's game found an imbalance in favor of the non-HMD player due to an easier game mechanic (voice commands as input); they adjusted this to increase difficulty (voice commands based on pitch as input) and reduce this asymmetry. Zhou et al (2019) also highlight a balance in responsibilities as a positive factor increasing enjoyment, with an appealing "give and take' interaction style. "…”
Section: Emergent/expected Aesthetics Of Asymmetry In Game Designmentioning
confidence: 97%
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“…Conversely, when an early iteration of #3's game found an imbalance in favor of the non-HMD player due to an easier game mechanic (voice commands as input); they adjusted this to increase difficulty (voice commands based on pitch as input) and reduce this asymmetry. Zhou et al (2019) also highlight a balance in responsibilities as a positive factor increasing enjoyment, with an appealing "give and take' interaction style. "…”
Section: Emergent/expected Aesthetics Of Asymmetry In Game Designmentioning
confidence: 97%
“…#15 is a notable example for interdependence explicitly enforced through a communication constraint: at some point during the game, audio chat functionality is removed, and players have to develop their own communication system through gestures to succeed (Smilovitch and Lachman, 2019). #10is another interesting example: here, interdependence had a strong physical nature; "physical social contact" became a key coordination strategy to win the game (Zhou et al, 2019).…”
Section: Emergent/expected Aesthetics Of Asymmetry In Game Designmentioning
confidence: 99%
See 3 more Smart Citations