2019
DOI: 10.1109/tg.2018.2791019
|View full text |Cite
|
Sign up to set email alerts
|

Implementing Adaptive Game Difficulty Balancing in Serious Games

Abstract: This document is the author's post-print version, incorporating any revisions agreed during the peer-review process. Some differences between the published version and this version may remain and you are advised to consult the published version if you wish to cite from it.

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
20
0
1

Year Published

2020
2020
2024
2024

Publication Types

Select...
5
4

Relationship

0
9

Authors

Journals

citations
Cited by 57 publications
(21 citation statements)
references
References 32 publications
0
20
0
1
Order By: Relevance
“…Although the terms challenge and difficulty can often be used interchangeably, they are interrelated yet distinct concepts— difficulty can be defined as the “probability of task failure” (Lomas et al., 2017), whereas challenge is a more nuanced and harder to define concept based on player perception of effort and experience ie, how difficult do they find the game, which depends on a player's particular skills and prior expertise (Denisova et al., 2020). Within the context of learning, tasks that are too difficult can result in cognitive overload whereas simple tasks may lead to feelings of boredom and disengagement (Hendrix et al., 2018; Shute et al., 2013). Player engagement within a game can be maintained by balancing game difficulty with player skill (Denisova et al., 2020); however, learning game design requires an in‐depth consideration of optimal challenge.…”
Section: Introductionmentioning
confidence: 99%
“…Although the terms challenge and difficulty can often be used interchangeably, they are interrelated yet distinct concepts— difficulty can be defined as the “probability of task failure” (Lomas et al., 2017), whereas challenge is a more nuanced and harder to define concept based on player perception of effort and experience ie, how difficult do they find the game, which depends on a player's particular skills and prior expertise (Denisova et al., 2020). Within the context of learning, tasks that are too difficult can result in cognitive overload whereas simple tasks may lead to feelings of boredom and disengagement (Hendrix et al., 2018; Shute et al., 2013). Player engagement within a game can be maintained by balancing game difficulty with player skill (Denisova et al., 2020); however, learning game design requires an in‐depth consideration of optimal challenge.…”
Section: Introductionmentioning
confidence: 99%
“…This finding may serve as a guideline for improving the design of serious games. However, it is difficult to obtain optimal levels of challenge for all players, as players are challenged by activities that are neither too easy nor too difficult to perform (Garris, Ahlers, and Driskell 2002;Hendrix et al 2018).…”
Section: Discussionmentioning
confidence: 99%
“…The results implicate that in designing serious games, attention should be placed on constructing optimally challenging games that are adaptive to players' previous knowledge. That could be achieved by the construction of individually tailored games (Hendrix et al 2018). At the same time, the games should offer immersive experiences, which might be especially important for games focused on enhancing compassion.…”
Section: Conclusion and Contribution Of The Studymentioning
confidence: 99%
“…These two alternatives would give the same results for large sample sizes in theory; however, the rule-based method was chosen to ensure that every student gets the same results for their successful or unsuccessful set of actions. In addition, since there will be only one game play session per student, the adaptive difficulty should affect the game while the game is continuing, unlike the study of Hendrix et al [ 18 ] where the players’ previous game sessions changed the game difficulty.…”
Section: Methodsmentioning
confidence: 99%