Measuring perceived difficulty in video games: Development of the subjective game difficulty scale

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Measuring perceived difficulty in video games: Development of the subjective game difficulty scale

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  • Book Chapter
  • Cite Count Icon 3
  • 10.1007/978-3-031-21333-5_91
Dynamic Difficulty Adjustment of Video Games Using Biofeedback
  • Nov 21, 2022
  • Elías Zelada + 1 more

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.KeywordsHeart rateDifficulty adjustmentPersonalizationPlayer experienceVideo game design

  • Research Article
  • Cite Count Icon 21
  • 10.1080/0144929x.2022.2043442
Research on user experience of the video game difficulty based on flow theory and fNIRS
  • Feb 25, 2022
  • Behaviour & Information Technology
  • Dong Yu + 7 more

Difficulty balance in the game level design is particularly important for user experience (UX). This study uses cognitive control and flow theory as a starting point, and based on the functional near-infrared spectroscopy technology, this research obtained oxygenated hemoglobin concentration (ΔHbO2) signals from three brain areas in the prefrontal cortex (PFC), namely the dorsolateral prefrontal cortex (DLPFC), the ventral prefrontal cortex (VLPFC), and the frontal area (FPA). Combined with the subjective flow state scale to explore the reaction difference between the video game players (VGPs) and the non-video game players (NVGPs) during the entire period of playing video games and the moment of game difficulty changes. The results show that VGPs and NVGPs have significant differences between flow state and HbO2 signals in different brain regions of the PFC. The players’ flow state is affected by the game difficulty. The HbO2 signals in the players’ DLPFC and FPA have a linear dependence relation with the flow state. This research proves that VGPs and NVGPs have different UX with game difficulty changes from the cognitive perspective. The results provide a reference for the future game level design about game difficulty balance to achieve a better UX in the game.

  • Book Chapter
  • Cite Count Icon 12
  • 10.1007/978-3-319-67684-5_8
From Objective to Subjective Difficulty Evaluation in Video Games
  • Jan 1, 2017
  • Thomas Constant + 3 more

This paper describes our research investigating the perception of difficulty in video games, defined as players’ estimation of their chances of failure. We discuss our approach as it relates to psychophysical studies of subjective difficulty and to cognitive psychology research into the overconfidence effect. The starting point for our study was the assumption that the strong motivational pull of video games may lead players to become overconfident, and thereby underestimate their chances of failure. We design and implement a method for an experiment using three games, each representing a different type of difficulty, wherein players bet on their capacity to succeed. Our results confirm the existence of a gap between players’ actual and self-evaluated chances of failure. Specifically, players seem to underestimate high levels of difficulty. The results do not show any influence on difficulty underestimation from the players gender, feelings of self-efficacy, risk aversion or gaming habits.

  • Research Article
  • Cite Count Icon 7
  • 10.1145/3474703
The Puzzle Challenge Analysis Tool. A Tool for Analysing the Cognitive Challenge Level of Puzzles in Video Games
  • Oct 5, 2021
  • Proceedings of the ACM on Human-Computer Interaction
  • Megan Pusey + 2 more

Video games are often designed around puzzles and problem-solving, leading to challenging yet engaging experiences for players. However, it is hard to measure or compare the challenge level of puzzles in video games. This can make designing appropriately challenging puzzles problematic. This study collates previous work to present refined definitions for challenge and difficulty within the context of video games. We present the Puzzle Challenge Analysis tool which can be used to determine the best metrics for analysing the challenge level of puzzles within video games. Previous research has focused on measuring the difficulty of simple action video games, such as Pac-Man, which can be easily modified for research purposes. Existing methods to measure challenge or difficulty include measuring player brain activity, examining game features and player scores. However, some of these approaches cannot be applied to puzzles or puzzle games. For example, approaches relying on game scores will not work for puzzle games with no scoring system, where puzzles are either solved or not. This paper describes the design and development of the Puzzle Challenge Analysis tool using two case studies of commercial video games The Witness and Untitled Goose Game. The tool is also tested for generalisability on a third commercial puzzle video game, Baba Is You. This proposed tool can help game designers and researchers to objectively analyse and compare puzzle challenge and produce more in-depth insights into the player experience. This has implications for designing challenging and engaging games for a range of player abilities.

  • Conference Article
  • Cite Count Icon 1
  • 10.1109/conit55038.2022.9848260
A 3D Storyline Using Unity Game Engine
  • Jun 24, 2022
  • Aaryan Parab + 4 more

Within the modern technological era, there is a growing desire for video games with compelling narratives and storylines. The popularity of e-sports has grown, and many players have found success in streaming and tournaments. With an upsurge in expansive user base, the gaming industry is taking off in wonderfulness, drawing in major innovation powerhouses to compete within the commercial center. This paper discusses a single-player game with an Indian folklore story. The purpose of this paper is to pique children's and teenagers' interest in Indian culture by portraying it as a video game. Video games are played or have been played by more than a 90percent of children, according to the study. If used correctly, it has the potential to be an extremely powerful method of disseminating information. This enables us to develop a Mahabharata-themed video game that will pique gamers' interest in the epic story. It's a fun game designed for operating systems like Windows. A player can learn about Indian mythology and respond to the game's difficulties while playing the shooter game. Unity3D software is essential for creating unique and entertaining games, as well as creating responsive video games and providing a more visual world[4]. A Computer program like Unity3D employments inventive approaches to game advancement. The Unity engine provides a comprehensive solution with interactive media installation features. It serves an important purpose in game development. Unity3D makes use of OpenGL to render 3D graphics[2] [6]. Blender is a 3D rendering and animation program widely used by professional artists to create animations, visual effects, 3D prints, interactive 3D applications, etc[2]. Although the Unity Engine and frameworks play an important role in the development process, they are not the only factors. Game creation frameworks include graphical user interfaces (GUIs) such as a level editor, script editor, sound editor, and material editor [8] that aid in the separation of functions. Blender allows users to create flexible models by providing 3D modeling, texturing, graphics editing, animating, match moving, rendering, motion graphics, video editing, and compositing. During the development of this game, Unity3D was used for the interactive game interface, while Blender software was used to create 3D characters.

  • Research Article
  • Cite Count Icon 9
  • 10.1027/1864-1105/a000291
Is It Only the Violence?
  • Mar 24, 2021
  • Journal of Media Psychology
  • Christopher E Hawk + 1 more

Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.

  • Research Article
  • Cite Count Icon 20
  • 10.1123/jsm.2017-0022
Effects of Brand Congruity and Game Difficulty on Gamers’ Response to Advertising in Sport Video Games
  • Sep 1, 2017
  • Journal of Sport Management
  • Yongjin Hwang + 3 more

The purpose of this research was to examine the effect of sport video game difficulty and brand congruity on gamers’ brand recall, brand recognition, and attitudes toward the brand using a controlled experimental design. A total of 116 participants were recruited to play an interactive sport video game and randomly assigned to one of two game difficulty conditions (easy vs. hard). They were then asked to respond to questions concerning the brands featured in the in-game advertisements. The procedure entailed a pretest survey, main experiment, and posttest survey. Data analysis was conducted through use of McNemar’s test, repeated measures analysis of covariance, and binary logistic regression. Findings revealed significant effects for game difficulty and brand congruity on brand recognition (but not brand recall) and attitudes toward the brand. This study contributes to the growing body of literature that suggests video game settings and brand placement are key considerations for achieving desired advertising results.

  • Research Article
  • Cite Count Icon 19
  • 10.1027/1016-9040/a000185
Does Doing Media Violence Research Make One Aggressive?
  • Jan 1, 2014
  • European Psychologist
  • Malte Elson + 1 more

Does Doing Media Violence Research Make One Aggressive?

  • Research Article
  • Cite Count Icon 16
  • 10.1016/j.chb.2014.11.089
Acute exposure to difficult (but not violent) video games dysregulates cognitive control
  • Dec 18, 2014
  • Computers in Human Behavior
  • Christopher R Engelhardt + 2 more

Acute exposure to difficult (but not violent) video games dysregulates cognitive control

  • Conference Article
  • Cite Count Icon 8
  • 10.1109/cgames.2012.6314555
Software design patterns for enabling auto dynamic difficulty in video games
  • Jul 1, 2012
  • Muhammad Iftekher Chowdhury + 1 more

Auto dynamic difficulty is the technique of automatically changing the level of difficulty of a video game in real time to match player expertise. In this paper, we describe a collection of software design patterns for enabling auto dynamic difficulty in video games. The benefits of a design pattern approach include more reusability and lower risk compared to traditional ad hoc approaches. We implemented these design patterns as a proof-of-concept prototype system using Pac-Man as a test-bed.

  • Research Article
  • Cite Count Icon 3
  • 10.1684/pnv.2012.0341
Stressful events and severity of memory complaints in cognitively normal adults aged from 25 to 85 years
  • Jun 1, 2012
  • Gériatrie et Psychologie Neuropsychiatrie du Viellissement
  • Monique Le Poncin + 3 more

The relationships between subjective cognitive difficulties and stressful events (SE) have rarely been examined. Broadbent et al. (1982) suggested that such difficulties disclose a high sensitivity to stress, independently of depression and personality. To explore the relationships between the severity of memory complaints and SE occurred during the previous year. 260 cognitively normal subjects, aged from 25 to 85 years were examined in a Memory clinic through one year. The severity of memory complaints was globally assessed by asking the participants to qualify the intensity of their subjective difficulties as major or minor, and quantitatively, by using a 8-item subjective memory scale. SE were assessed by asking the subjects whether they experienced one or more events that had negative effects on their physic or mental well-being in the domains of health, family, social environment and financial position during the last 12 months. Affective status was assessed by the Zung's depression (ZD) and anxiety (ZA) scales, and by a Wellbeing questionnaire, QBE. Cognition was assessed using a semi-computerized battery exploring memory and several cognitive abilities. SE were reported in 156 subjects (60%). No differences were found between subjects with or without SE according to age, genre, familial status and activity, as well as cognitive performance. Subjects with SE reported more severe complaints and higher scores on ZD and ZA scales, and lower scores on the QBE. Severity of memory complaints was mainly correlated to QBE in subjects with SE and to ZA scale in subjects without. Subjects with age< 50 years reported more SE than subjects aged≥50 years. No difference was found between the two age groups according to the type of SE in the domain of health, family, and finances, but higher SE were reported in younger subjects in the domain of social environment. The main correlates of the severity of memory complaints were depression in younger subjects with or without SE, and anxiety in absence of SE and QBE in presence of SE in older subjects. However, the affective scores explained only a weak part of the variance of the severity of memory complaints. SE do not seem to play a direct role in the severity of memory complaints, but they increase the affective disturbances. We suggest that anxiety and various factors such as decrease in self-esteem and modification of self-identity result in a psychological vulnerability which contribute to memory complaints.

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  • Research Article
  • Cite Count Icon 5
  • 10.3390/app13148249
The Use of Deep Learning to Improve Player Engagement in a Video Game through a Dynamic Difficulty Adjustment Based on Skills Classification
  • Jul 16, 2023
  • Applied Sciences
  • Edwin A Romero-Mendez + 4 more

The balance between game difficulty and player skill in the evolving landscape of the video game industry is a significant factor in player engagement. This study introduces a deep learning (DL) approach to enhance gameplay by dynamically adjusting game difficulty based on a player’s skill level. Our methodology aims to prevent player disengagement, which can occur if the game difficulty significantly exceeds or falls short of the player’s skill level. Our evaluation indicates that such dynamic adjustment leads to improved gameplay and increased player involvement, with 90% of the players reporting high game enjoyment and immersion levels.

  • Research Article
  • Cite Count Icon 8
  • 10.1027/1864-1105/a000209
“Drive the Lane; Together, Hard!”
  • Jan 1, 2017
  • Journal of Media Psychology
  • Johannes Breuer + 4 more

Abstract. As an entertainment technology, video games are a popular social activity that can allow for multiple players to cooperatively engage on-screen challenges. Emerging research has found that when people play together, the resulting teamwork can have beneficial impacts on their prosocial orientations after gameplay – especially when the players are cooperative with one another. The present study wanted to expand the scope of these beneficial interpersonal effects by considering both inter- and intrapersonal factors. In an experimental study (N = 115) we manipulated the difficulty of a game (easy or hard) and the behavior of a confederate teammate (supportive or unsupportive playing style). We found that neither coplayer supportiveness nor game difficulty had an effect on the expectations of a teammate’s prosocial behavior or one’s own prosocial behavior toward the teammate after the game (operationalized as willingness to share small amounts of money with one’s teammate after playing). Increased expectations of prosocial behavior from one’s teammate were related to one’s own prosocial behaviors, independent of our manipulations. Considering these results, we propose alternative theoretical approaches to understanding complex social interactions in video games. Furthermore, we suggest to explore other types of manipulations of game difficulty and cooperation between video game players as well as alternative measures of prosocial behavior.

  • Research Article
  • Cite Count Icon 185
  • 10.1016/j.biopsycho.2007.10.014
Workload assessment of computer gaming using a single-stimulus event-related potential paradigm
  • Nov 4, 2007
  • Biological psychology
  • Brendan Z Allison + 1 more

Workload assessment of computer gaming using a single-stimulus event-related potential paradigm

  • Research Article
  • 10.1093/jaac/kpaa010
The Argument from Extreme Difficulty in Video Games
  • Jan 15, 2021
  • The Journal of Aesthetics and Art Criticism
  • Aderemi Artis

Many video games require complex, rapid sequences of skilled bodily movements in order to complete game-world tasks. It is not unreasonable to think that this might interfere with our ability to aesthetically appreciate such video games. I present two versions of this argument from extreme difficulty: a strong version and a weak version. While extant treatments of the aesthetics of video games can be used to rebut the strong version, the weak version remains recalcitrant. I develop a reply to the weak version, use it to clarify key features of reasons used by video-game critics to argue in favor of their critical judgments, and to illuminate the development of video games over time.

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