Abstract

Personalised content adaptation has great potential to increase user engagement in video games. Procedural generation of user-tailored content increases the self-motivation of players as they immerse themselves in the virtual world. An adaptive user model is needed to capture the skills of the player and enable automatic game content altering algorithms to fit the individual user. We propose an adaptive user modelling approach using a combination of unobtrusive physiological data to identify strengths and weaknesses in user performance in car racing games. Our system creates user-tailored tracks to improve driving habits and user experience, and to keep engagement at high levels. The user modelling approach adopts concepts from the Trace Theory framework; it uses machine learning to extract features from the user’s physiological data and game-related actions, and cluster them into low level primitives. These primitives are transformed and evaluated into higher level abstractions such as experience, exploration and attention. These abstractions are subsequently used to provide track alteration decisions for the player. Collection of data and feedback from 52 users allowed us to associate key model variables and outcomes to user responses, and to verify that the model provides statistically significant decisions personalised to the individual player. Tailored game content variations between users in our experiments, as well as the correlations with user satisfaction demonstrate that our algorithm is able to automatically incorporate user feedback in subsequent procedural content generation.

Highlights

  • Computer games have become an integral part of modern leisure-time

  • We conducted a user profiling analysis in order to verify and find the patterns emerging from our user responses to determine our user types

  • As we noticed from our experiments, the users who were involved in racing communities were more willing to do the experiment, they were better engaged and they have more constructive feedback than novice

Read more

Summary

Introduction

Computer games have become an integral part of modern leisure-time. There is intense competition among game companies as they are being faced with challenges to retain user engagement in a saturated market. Steels (2004), based on the work done by Csikszentmihalyi (2000), suggests that for an activity to be self-motivating or “autotelic”, there must be a balance between task challenge and the person’s skill. Coyne (2003) analysed the design and characteristics of various existing games and found repetition as one of the main factors of engaging games, which is usually concealed through variation either in the form of difficulty levels (new opponents, track, etc.) and/or through a narrative. Such games are based on “variation across repetitive operations” where repetition lulls the user into expectations which are subsequently challenged to enhance the user’s engagement. Several authors have called for a balance between task difficulty and skill (Steels 2004; Demiris 2009), so that the user remains in a cognitive optimal (flow) state, avoid sensory overload, and remain highly engaged (Whitton 2011; Koster 2013)

Objectives
Methods
Results
Discussion
Conclusion
Full Text
Published version (Free)

Talk to us

Join us for a 30 min session where you can share your feedback and ask us any queries you have

Schedule a call