Audience Participation Fighting Game: making an APG using a concept of
This paper presents architecture and design of a Twitch-based audience
participation fighting game, where the strengths of game AI characters
are dynamically adjusted based on audience cheering and jeering.
Limitations underlying existing audience participation games (APGs) are
discussed, and followed by solutions as demonstrated in our game. Our
study includes AI tests on 500000 one-minute game rounds and a user
experiment with 82 participants. We investigated user experience (UX),
comparing two different kinds of gameplays (collaborative vs
competitive), as well as two different kinds of interaction (cheering vs
jeering). A pairwise preference, four-alternative forced choice (4-AFC),
version of the Game User Experience Satisfaction Scale (GUESS) is used
for UX assessment. At the end, we provided guidelines and hypotheses for
future APG research.