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From competitive to social two-player videogames

Published: 05 November 2009 Publication History

Abstract

In this paper we present a strategy to design social videogames (from classic competitive ones) which allow parents to play with their children and have fun in spite of their different levels. A first tennis videogame (based on the classic Pong) which implements this strategy has already been developed. In the paper we first motivate this work and briefly survey related work. Then we describe the general strategy and its application to the case of the tennis videogame.

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cover image ACM Conferences
WOCCI '09: Proceedings of the 2nd Workshop on Child, Computer and Interaction
November 2009
111 pages
ISBN:9781605586908
DOI:10.1145/1640377
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 05 November 2009

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  1. automatic adaptation
  2. two-player videogames

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