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Title Dynamic Difficulty Adjustment of Video Games Using Biofeedback
Authors ElĂ­as Zelada, Francisco Gutierrez
Publication date 2022
Abstract Video games are typically designed to challenge the
player,
aiming to increase their engagement and enjoyment. However, this sense of
challenge must be carefully balanced to provide a successful experience. For
instance, if the player is unable to progress due to a high difficulty, they
will probably feel frustrated and will possibly leave the game session;
conversely, if the perceived difficulty is low, the player will feel bored
and will also likely leave the session. In this paper we report the design
of an algorithm, based in biofeedback, that dynamically adjusts the
difficulty of a video game: if the heart rate of the player decreases, then
the difficulty of the game increases; if the heart rate of the player
increases, then the difficulty of the game decreases. Through a controlled
user study, we evaluated the effectiveness of the algorithm and its
implementation in a prototype video game, in terms of performance, perceived
gaming experience, and player satisfaction. The obtained results show that
users who were affected by the algorithm effectively reported an improved
player experience, completed the game levels in a lower time with a fewer
number of tries, and displayed a better subjective impression. The proposed
algorithm highlights the feasibility of dynamically adjusting the difficulty
of a video game using biofeedback, hence providing an improved and
personalized player experience. These results can be useful to designers and
researchers in the video game industry, as a way to conceive novel-and
more engaging-experiences.
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Pages 925-936
Conference name International Conference on Ubiquitous Computing and Ambient Intelligence
Publisher Springer-Verlag (Berlin/Heidelberg, Germany)
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