2011
DOI: 10.1016/j.entcom.2011.04.001
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Measuring the level of difficulty in single player video games

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Cited by 54 publications
(25 citation statements)
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“…The game designers can use this freedom to make an AV+PO game richer than it appears at first sight, as in FnF. But they can also find it harder to tune the game's difficulty when the players get more freedom [1]. First, the designer cannot make the system enforce rules on player's actions the system is not aware of.…”
Section: Discussionmentioning
confidence: 99%
“…The game designers can use this freedom to make an AV+PO game richer than it appears at first sight, as in FnF. But they can also find it harder to tune the game's difficulty when the players get more freedom [1]. First, the designer cannot make the system enforce rules on player's actions the system is not aware of.…”
Section: Discussionmentioning
confidence: 99%
“…Another approach regarding difficulty was presented by Aponte et al [1,2]. The authors define a generic mechanism for assessing difficulty starting by splitting gameplay elements into measurable items.…”
Section: The Notion Of Difficultymentioning
confidence: 99%
“…Otherwise, in the field of video games, the division of scenarios into several levels is also fairly standard. Moreover, this division is based mostly on the nature of the challenges featured (Aponte et al, 2011). Björk and Holopainen (2005) made a design pattern called 'Levels' which summarises the concept of breaking down game scenarios into several components: "A level is a part of the game in which all player actions take place until a certain goal has been reached or an end condition has been fulfilled".…”
Section: Goal Oriented Approachmentioning
confidence: 99%