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Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience

Alena Denisova Orcid Logo, Paul Cairns

CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, Pages: 97 - 101

Swansea University Author: Alena Denisova Orcid Logo

DOI (Published version): 10.1145/2793107.2793141

Abstract

Good gaming experiences hinge on players being able to have a balance between challenge and skill. However, achieving that balance is challenging, so dynamic difficulty adjustment offers the opportunity to provide better gaming experiences through adapting the challenge in the game to suit an indivi...

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Published in: CHI PLAY '15 Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play
ISBN: 978-1-4503-3466-2 978-1-4503-3466-2
Published: London, United Kingdom Symposium on Computer-Human Interaction in Play (CHI Play) 2015
Online Access: https://dl.acm.org/citation.cfm?id=2793141
URI: https://cronfa.swan.ac.uk/Record/cronfa39565
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Abstract: Good gaming experiences hinge on players being able to have a balance between challenge and skill. However, achieving that balance is challenging, so dynamic difficulty adjustment offers the opportunity to provide better gaming experiences through adapting the challenge in the game to suit an individual's capabilities. The risk though is that in adapting the difficulty, players do not get a true sense of challenge, but rather some tailored, perhaps watered down experience. In this note, we report on a study, in which we used time manipulation as a method of simple adaptation in order to explore its effect on player experience (PX) and performance. Volunteers played a game in which the timer was adjusted based on their performance in the game, however they were not aware of the feature. The results showed that players in the experimental group found the game more immersive. This provides empirical support that dynamic difficulty adjustment could be used to improve the PX.
Keywords: Digital games; Immersion; Player performance; Time manipulation; Adaptation.
College: Faculty of Science and Engineering
Start Page: 97
End Page: 101