DOI: 10.5204/thesis.eprints.102669
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Balancing act : the effect of dynamic difficulty adjustment in competitive multiplayer video games

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Cited by 5 publications
(4 citation statements)
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“…This variation stems from the permeability of prior layers; changes in them can be frequent. For example, the needs of a person for agency can vary from one situation to another (e.g., a person may accept full control of an autonomous car on the freeway but not on side roads [Brown & Osborn, 2019]) and the ability of a system to cater to such needs may vary as the needs change (e.g., a videogame may increase a sense of competence until a user reaches a certain level, and afterwards it can become difficult or almost impossible to master, such that system use no longer supports the competency needs of the user [Baldwin, 2017]).…”
Section: A Framework For Studying the Interactions Between Individualmentioning
confidence: 99%
“…This variation stems from the permeability of prior layers; changes in them can be frequent. For example, the needs of a person for agency can vary from one situation to another (e.g., a person may accept full control of an autonomous car on the freeway but not on side roads [Brown & Osborn, 2019]) and the ability of a system to cater to such needs may vary as the needs change (e.g., a videogame may increase a sense of competence until a user reaches a certain level, and afterwards it can become difficult or almost impossible to master, such that system use no longer supports the competency needs of the user [Baldwin, 2017]).…”
Section: A Framework For Studying the Interactions Between Individualmentioning
confidence: 99%
“…Multiplayer online game Comparing with the console game, multiplayer online game is more complex and More diverse. However, some existing games use more direct methods similar to Dynamic Difficulty Adjustment (DDA) in a multiplayer context [15].…”
Section: A Dynamic Difficulty Adjustment Systemmentioning
confidence: 99%
“…Video games that contribute to this development are very successful in environmental design and transferring the realistic behavior of Non-Player Characters (NPC) [1]. In video games, which have become an important part of the entertainment industry, the goal is to optimize players' experience rather than creating the most difficult game [2][3][4]. A good video game has a long learning curve.…”
Section: Introductionmentioning
confidence: 99%