In this two-player game, players must face each other whilst wearing a Google Cardboard Head Mounted Display (HMD). Challenged to stand on one leg, each players movements alters the visual perception of the opposing player, and the objective is to make the opposing player place their raised foot back on the floor, earning the winning player a point. The first to five points wins.
Similar to Balance Ninja, AR Fighter (ARF) uses the bodily movements of one player, to alter the perception of their opposing player. In ARF, players see the "real world" through their display, thanks to the cameras of the HMD devices. However, when the game starts each display is mapped to the head orientation of the opposing player, such that a lean to the left of player one, will cause player 2's display to also lean to the left, distorting their perception.
With ARF, I wanted to investigate if my findings from Inner Disturbance and Balance Ninja would also be relevant to games that did not use Galvanic Vestibular Stimulation as the primary method of altering perception, and what differences may exist for designers opting to use visual stimulation instead.