Altimira, D.Mueller, F.F.Lee, G.Clarke, J.Billinghurst, M.2025-12-172025-12-172014ACM International Conference Proceeding Series, 2014, vol.2014-November, iss.10, pp.1-89781450329453https://hdl.handle.net/11541.2/126057Playing exertion games with others can be engaging. However, players with different physical skill levels competing against each other can experience reduced engagement because they are either not challenged enough, or challenged too much. Balancing methods can address this; however, there is only limited understanding of balancing in exertion games. In this paper, we identify two distinct dimensional balancing techniques: "internal adjustment" and "external adjustment". We report results from a study where we measured player engagement after applying these adjustments to a digital table tennis game and the traditional table tennis game, finding two disengagement factors: "unexpected physical challenges" and "unacceptable competitive advantage". Based on these factors we derived a set of exertion game design considerations. We conclude that applying digital technology to a physical game can change the required skill level to play the game, and this can affect the impact of these adjustments on player engagement. These results enhances our understanding of balancing in exertion games, supporting the benefits of playing exertion games with others.enCopyright 2014 ACMgamesexertion gamessportsgame balancinghandicappinggame adjustmentTowards understanding balancing in exertion gamesConference paper10.1145/2663806.26638382-s2.0-84938405958Lee, G. [0000-0002-1644-6934]