@inproceedings{gerling_effects_2014,
 abstract = {Game balancing can help players with different skill levels play multiplayer games together; however, little is known about how the balancing approach affects performance, experience, and self-esteem'especially when differences in player strength result from given abilities, rather than learned skill. We explore three balancing approaches in a dance game and show that the explicit approach commonly used in commercial games reduces self-esteem and feelings of relatedness in dyads, whereas hidden balancing improves self-esteem and reduces score differential without affecting game outcome. We apply our results in a second study with dyads where one player had a mobility disability and used a wheelchair. By making motion-based games accessible for people with different physical abilities, and by enabling people with mobility disabilities to compete on a par with able-bodied peers, we show how to provide empowering experiences through enjoyable games that have the potential to increase physical activity and self-esteem.},
 address = {New York, NY, USA},
 author = {Gerling, Kathrin Maria and Miller, Matthew and Mandryk, Regan L. and Birk, Max Valentin and Smeddinck, Jan David},
 booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
 doi = {10.1145/2556288.2556963},
 isbn = {978-1-4503-2473-1},
 keywords = {balancing, exergames, motion-based games, physical abilities, player experience},
 note = {"url_pdf":"https://dl.acm.org/authorize?N25094","url_preprint":"./files/papers/b_01_EffectsOfBalancingForPhysicalAbilities.pdf"},
 pages = {2201--2210},
 publisher = {ACM},
 series = {CHI '14},
 title = {Effects of Balancing for Physical Abilities on Player Performance, Experience and Self-esteem in Exergames},
 url = {http://doi.acm.org/10.1145/2556288.2556963},
 urldate = {2017-11-25},
 year = {2014}
}

