Exploring Dynamic Difficulty Adjustment Methods for Video Games
<p>Flow state is achieved by presenting an appropriate challenge for the players skill level. If the game is too difficult, the player is more stressed and has higher anxiety. If the game is too easy, the player is less engaged and becomes bored.</p> "> Figure 2
<p>Screenshots of the Cattle Catchers game. (<b>a</b>) A UFO abducting a cow in the game. (<b>b</b>) Player shooting the enemies and dodging the enemy projectiles.</p> "> Figure 3
<p>Chart of emotion-based difficulty adjustment. Stress and engagement scores are merged to form a unified emotion metric, which is categorized into seven distinct levels, corresponding to suggested difficulty levels (1–7) for the upcoming timestep. Each colored square represents one of the seven difficulty levels suggested for the next timestep.</p> "> Figure 4
<p>Experimental setup.</p> "> Figure 5
<p>Mean difficulty per technique.</p> "> Figure 6
<p>Mean difficulty per technique and expertise.</p> "> Figure 7
<p>Mean values of game data and physiological sensor readings across different techniques. Techniques are color-coded as follows: Combined (blue), Fixed (yellow), Emotion (green), Performance (red), and User Selected (purple).</p> "> Figure 8
<p>Mean results for all questions on post-questionnaire. Techniques are color-coded as follows: Combined (blue), Fixed (yellow), Emotion (green), Performance (red), and User Selected (purple).</p> ">
Abstract
:1. Introduction
2. Related Work
3. Game Environment: The Cattle Catcher Game
Design of Difficulty Levels
- Reload Time: Refers to the duration required for the player character (in seconds) to reload their weapon. This duration increases with rising difficulty levels.
- ADS Speed: This value acts as a multiplier to the base speed for aiming down the sights, influencing how quickly the player character can enter aiming mode for the more precise targeting of enemies. A higher multiplier means quicker aiming. As the difficulty level increases, the multiplier decreases, making aiming slower and adding to the challenge.
- Aim Assist: This attribute determines the effective hitbox size, in meters, around each projectile fired at enemies, essentially acting as the size of the detection sphere for each shot. As the game’s difficulty level increases, this detection sphere—or the aim assist—becomes smaller. This reduction requires players to be more precise with their aiming, as the margin for error decreases with higher difficulty settings.
- Health: This represents the amount of damage the enemy can sustain before defeat. It is specific to body shots since headshots guarantee instant kills.
- Fire Rate: Represents the amount of time (in seconds) that passes before the enemy can fire a new projectile.
- Aiming Error: Defines the inaccuracy in enemy targeting as a sphere of variable size around the player (in meters), within which enemies randomly select points to aim and fire. This mechanism introduces intentional inaccuracy in enemy attacks. The larger the sphere, the greater the inaccuracy.
- Move Delay: The amount of time the enemy remains stationary before repositioning closer to the player.
- Max Spawn: Designates the maximum number of enemies allowed on the game map simultaneously.
- Spawn Rate: Specifies the amount of time that passes in seconds before deploying more enemies onto the map.
- Spawn Amount: Indicates the number of enemies that can spawn during this timestep.
- Health: The amount of damage the enemy can sustain before being defeated.
- Abduction Speed: Acts as a multiplier to the base abduction speed of UFOs using their gravity ray. A lower value signifies a longer duration required to abduct cows.
- Max Spawn: Dictates the maximum UFOs present on the game map concurrently.
- Spawn Rate: The duration (in seconds) the game waits before spawning additional UFOs.
4. Difficulty Adjustment Methods
4.1. Fixed Difficulty
4.2. User Selected
4.3. Performance-Based
- Accuracy: This represents the player’s current accuracy, measured as a percentage. A higher accuracy indicates a more skilled player.
- Headshot Ratio: This is the ratio of headshots to body shots against the alien enemy type, measured as a percentage. A higher headshot ratio suggests a more skilled player.
- Player Health: This signifies the player’s current health level. This value ranges from 0 to 100.
- Last Hit: This is the time in seconds that has passed since the player last took health damage. A higher value suggests a more skilled player.
- Cows Corralled: This represents the secondary objective of successfully escorting cows to the safe zone. A higher value suggests a more skilled player.
- UFOs Destroyed: This signifies the secondary objective of destroying UFOs before they can abduct cows. A higher value suggests a more skilled player.
- Crystals Gathered: This counts the number of crystals collected, which are items dropped upon the death of the alien enemy type. A higher value suggests a more skilled player.
- Survival Time: This is the time in seconds that the player has managed to survive in the current playthrough. Lasting longer suggests a more skilled player.
4.4. Emotion-Based
4.5. Combined Approach
5. Methodology
5.1. Goals
- RQ1:
- Do participants prefer DDA over static difficulties in video games?
- RQ2:
- Among DDA techniques, which do participants prefer: emotion-based, performance-based, or a combination of techniques?
- RQ3:
- Are higher difficulty levels within DDA techniques associated with increased stress and engagement among players?
- RQ4:
- What differences are observed in performance and physiological metrics when applying various DDA techniques?
5.2. Experimental Design and Procedure
5.3. Participants
5.4. Equipment and Software
6. Results
6.1. Game Data and Physiological Sensors
- Accuracy: Significant differences in accuracy were found between casual and experienced players for the Combined and Performance DDA techniques. Specifically, for the Combined technique, casual players had a mean accuracy of 0.589, while experienced players had a mean of 0.663. Similarly, under the Performance technique, the mean accuracy was 0.575 for casual players and 0.650 for experienced players.
- Damage Done: For the Emotion DDA technique, significant differences were observed between casual and experienced players. Casual players had a mean damage done of 75.03, whereas experienced players had a higher mean of 117.85, indicating that experienced players tend to inflict more damage within this technique.
- Damage Taken: Only the Fixed technique showed significant differences when comparing casual and experienced players. Casual players had a mean damage taken of 77.25, while experienced players had a significantly lower mean of 51.35, indicating that experienced players manage to avoid taking damage more effectively than casual players under this static difficulty.
- Survival Time: For the Emotion DDA technique, significant differences were observed between casual and experienced players. Casual players had a mean survival time of 115 s, while experienced players had a mean of 150 s, indicating that experienced players tended to survive longer under this technique.
- Total Score: Significant variation was found for the Performance technique when comparing casual and experienced players. Casual players had a mean total score of 9180, while experienced players had a significantly higher mean of 12,397, indicating that experienced players generally achieve higher scores under this condition.
- Physiological Sensor Data: Minimal significant differences were found when accounting for expertise, except for the Focus metric with the User Selected technique, where a significant difference was noted. Casual players had a mean focus level of 0.282, while experienced players had a higher mean of 0.334, indicating that experienced players tend to maintain better focus under this condition.
- Difficulty: Emotion exhibited higher difficulty overall compared to other techniques. The mean difficulty score were 5.916 for Emotion, significantly higher than Combined (4.704), Fixed (4.000), Performance (3.895), and User Selected (4.282). The Combined technique (4.704) was more difficult than Fixed (4.00) and Performance (3.895).
- Accuracy: The Fixed technique showed a higher mean accuracy (0.662) compared to Emotion (0.603).
- Damage Taken: The Emotion technique resulted in a higher mean damage taken (133.890) compared to Combined (104.862), Fixed (63.884), Performance (91.707), and User Selected (89.209). Significant differences were noted across all pairwise comparisons involving Emotion. In addition, the Fixed (63.884) technique showed lower levels of damage taken when compared to Combined (104.371) and Performance (91.452).
- Enemies Killed: Performance led to a higher mean enemies killed (21.176) compared to Fixed (17.761), demonstrating a statistically significant difference.
- UFOs Killed: Combined (9.371), Fixed (10.277), and Performance (9.178) techniques showed higher means in UFOs destroyed compared to Emotion (7.180), with significant differences noted in pairwise comparisons. The Fixed (10.355) technique also exhibited higher amounts of UFOs destroyed compared to User Selected (8.048).
- Cows Saved: The Performance technique showed a higher mean (4.250) in cows saved compared to Combined (3.092), Fixed (3.271), and Emotion (2.569).
- Survival Time: Emotion had a lower mean survival time (133.471) compared to other techniques, with significant decreases noted against Fixed (173.308), Performance (170.854), and User Selected (163.095). Additionally, the Combined technique (146.511) showed a lower survival time compared to Fixed (173.308).
- Total Score: Only the FX×EM ( = 3.184, p < 0.005) and EM×PE ( = −3.300, p < 0.005) pairs presented substantial differences in total scores. Both Fixed and Performance techniques exhibited higher total scores compared to Emotion.
- Total Score: The Fixed (10,643) and Performance (11,340) techniques yielded higher total scores compared to Emotion (9478) in pairwise comparisons.
6.2. Post-Questionnaire Results
- Stress (Q1): The Emotion technique was reported as the most stressful, with an average score of 4.11, whereas the Fixed technique was seen as least stressful, scoring 3.42 on average.
- Excitement (Q2): Self-reported excitement scores were relatively close across techniques, with the Emotion technique slightly leading at 4.98, and the Fixed technique at the lower end with 4.63.
- Focus (Q3): The Performance technique with an average of 5.63 was highlighted for requiring the highest focus, although differences among techniques were minimal.
- Fun (Q4): Self-reported enjoyment favored dynamic difficulties (Combined at 5.11, Emotion at 5.11, Performance at 5.15) over static ones (Fixed at 4.89, User Selected at 5.02).
- Perceived Difficulty (Q5): Reflecting the actual game difficulty, participants found the Emotion technique to be the hardest, with a mean score of 5.34, followed in descending order by Combined (4.60), User Selected (4.45), Performance (4.08), and Fixed (3.84).
- Effort (Q6): Participants reported putting more effort into sessions with dynamic difficulties, particularly with Combined (5.65), Emotion (5.63), and Performance (5.47) techniques.
- Performance (Q7): When asked to self-rate performance participants felt they performed best on the Performance technique with an average response value of 5.19 and their response for worst performance being the Emotion technique with an average response value of 3.81.
- Trying Best (Q8): Similar to effort, players reported trying harder when presented with the a dynamic technique over a static one.
- Enjoyment (Q9): The Emotion technique stood out as the most enjoyable, with a mean score of 5.26.
- Notice Difference (Q10): User Selected was most recognized for distinct gameplay differences, with a score of 5.13.
- Stress (Q1): There were significant variations in stress levels reported by participants across the different DDA techniques, with a Friedman Test statistic of . This suggests that some techniques are perceived as more stressful than others.
- Perceived Difficulty (Q5): Participants also perceived the difficulty of the techniques differently, as indicated by a Friedman Test statistic of .
- Effort (Q6): The amount of effort required by different techniques varied significantly (), indicating that some DDA settings demand more from players than others.
- Performance (Q7): Participants’ self-assessed performance varied significantly across techniques ().
- Perceived Difficulty (Q5): A discernible difference was observed in the Fixed technique condition, where casual gamers perceived the game as more difficult than experienced gamers as indicated by the significant Mann–Whitney U value (U = 49.0).
- Effort (Q6): In regards to the Emotion technique, there was a significant difference in effort levels reported, with casual gamers experiencing and reporting higher levels of effort compared to experienced gamers (U = 68.0), suggesting it may elicit more engagement or challenge.
- Self-Rated Performance (Q7): The Fixed technique revealed a significant difference in how casual and experienced players rated their performance (U = 54.5), with experienced players feeling more effective or satisfied with their performance compared to casual players.
- Stress (Q1): Significant differences were noted between the Emotion and Fixed techniques, with participants finding Emotion more stressful than Fixed (Z = −3.404).
- Perceived Difficulty (Q5): Participants rated Emotion as more challenging than Combined and Fixed, and Performance as significantly less difficult, highlighting the significant variance in perceived challenge (Z-scores: −3.357, −4.057, and −3.593, respectively).
- Effort (Q6): Differences were significant between Combined and Fixed (Z = −2.168), and Fixed and Emotion (Z= −2.995), indicating that participants reported exerting more effort with Emotion compared to Fixed, and less effort with Fixed compared to Combined.
- Performance (Q7): Significant findings were noted for Combined and Performance (Z = −2.818), Fixed and Emotion (Z = −3.337), and Emotion and Performance (Z = −4.089) pairs. Participants felt they performed better with Performance compared to Combined and Emotion, and worse with Emotion compared to Fixed.
7. Discussion
8. Limitations
9. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
DDA | Dynamic Difficulty Adjustment |
FPS | First-Person-Shooter |
MMO | Massively-Multiplayer Online |
MOBA | Multiplayer Online Battle Arena |
EEG | Electroencephalogram |
fNIRS | Functional near-infrared spectroscopy |
GSR | Galvanic skin response |
HRV | Heart rate variability |
UFO | Unidentified flying object |
ADS | Aim down sight |
PC | Personal computer |
MANOVA | Multivariate analysis of variance |
CB | Combined |
FX | Fixed |
EM | Emotion |
PE | Performance |
US | User Selected |
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Difficulty | Reload Time | ADS Speed | Aim Assist |
---|---|---|---|
Extremely Easy | 1.25 | 6.00 | 0.200 |
Very Easy | 1.50 | 5.50 | 0.150 |
Easy | 1.75 | 5.25 | 0.100 |
Medium | 2.00 | 5.00 | 0.050 |
Hard | 2.00 | 4.50 | 0.025 |
Very Hard | 2.00 | 4.00 | 0.015 |
Extremely Hard | 2.00 | 4.00 | 0.010 |
Difficulty | Health | Fire Rate | Aiming Error | Move Delay | Max Spawn | Spawn Rate | Spawn Amount |
---|---|---|---|---|---|---|---|
Extremely Easy | 1 | 1.75 | 0.45 | 5 | 3 | 10 | 1 |
Very Easy | 1 | 1.45 | 0.45 | 4 | 3 | 10 | 1 |
Easy | 2 | 1.20 | 0.45 | 4 | 6 | 9 | 1 |
Medium | 3 | 1.00 | 0.25 | 2 | 9 | 8 | 1 |
Hard | 3 | 0.85 | 0.20 | 1 | 12 | 8 | 2 |
Very Hard | 3 | 0.75 | 0.15 | 0 | 15 | 8 | 2 |
Extremely Hard | 4 | 0.70 | 0.10 | 0 | 18 | 8 | 3 |
Difficulty | Health | Abd. Speed | Max Spawn | Spawn Rate |
---|---|---|---|---|
Extremely Easy | 2 | 0.25 | 2 | 10 |
Very Easy | 2 | 0.25 | 2 | 10 |
Easy | 3 | 0.50 | 4 | 9 |
Medium | 3 | 0.50 | 6 | 8 |
Hard | 4 | 0.75 | 8 | 8 |
Very Hard | 4 | 0.75 | 10 | 8 |
Extremely hard | 6 | 1.00 | 12 | 8 |
Points | Accuracy | Headshot Ratio | Player Health | Last Hit | Cows Corralled | UFOs Destroyed | Crystals Gathered | Survival Time |
---|---|---|---|---|---|---|---|---|
1 | [0.00, 0.20) | [0.00, 0.25) | [0, 15) | [0, 1) | [0, 3) | [0, 3) | [0, 3) | [0, 24) |
2 | [0.20, 0.30) | [0.25, 0.35) | [15, 30) | [1, 3) | [3, 5) | [3, 5) | [3, 5) | [24, 48) |
3 | [0.30, 0.40) | [0.35, 0.45) | [30, 45) | [3, 6) | [5, 7) | [5, 7) | [5, 7) | [48, 72) |
4 | [0.40, 0.50) | [0.45, 0.55) | [45, 60) | [6, 9) | [7, 10) | [7, 10) | [7, 10) | [72, 96) |
5 | [0.50, 0.60) | [0.55, 0.65) | [60, 75) | [9, 12) | [10, 13) | [10, 13) | [10, 13) | [96, 120) |
6 | [0.60, 0.70) | [0.65, 0.75) | [75, 90) | [12, 15) | [13, 16) | [13, 16) | [13, 16) | [120, 145) |
7 | [0.70, 1] | [0.75, 1] | [90, 100] | [>15] | [>16] | [>16] | [>16] | [>145] |
Weight | 0.30 | 0.35 | 0.10 | 0.05 | 0.05 | 0.05 | 0.05 | 0.05 |
Difficulty | Performance | Emotion |
---|---|---|
Extremely Easy | [0.00, 1.85) | [0.00, 1.50) |
Very Easy | [1.85, 2.70) | [1.50, 2.50) |
Easy | [2.70, 3.55) | [2.50, 3.50) |
Medium | [3.55, 4.45) | [3.50, 4.50) |
Hard | [4.45, 5.30) | [4.50, 5.50) |
Very Hard | [5.30, 6.15) | [5.50, 6.50) |
Extremely Hard | [≥6.15] | [≥6.50] |
Post Technique Questionnaire | |
---|---|
Q1 | Please rate your average stress level while playing this iteration of the game |
Q2 | Please rate your average excitement level while playing this iteration of the game |
Q3 | Please rate your average focus level while playing this iteration of the game |
Q4 | How much fun did you have playing the game this iteration? |
Q5 | How difficult would you rate this iteration of the game? |
Q6 | How much effort did you put into playing the game? |
Q7 | How well do you think you performed in the game? |
Q8 | Did you feel that you were trying your best? |
Q9 | To what extent did you enjoy playing the game, rather than something you were just doing? |
Q10 | Was there a noticeable difference in difficulty from the previous trial/trials? |
Metric | Technique | Technique × Expertise | ||
---|---|---|---|---|
Difficulty | , | , | ||
Accuracy | , | , | ||
Headshot Ratio | , | , | ||
Damage Done | , | , | ||
Damage Taken | , | , | ||
Enemies Killed | , | , | ||
UFOs Killed | , | , | ||
Survival Time | , | , | ||
Cows Saved | , | , | ||
Total Score | , | , | ||
HR Difference | , | , | ||
Engagement | , | , | ||
Excitement | , | , | ||
Focus | , | , | ||
Interest | , | , | ||
Relaxation | , | , | ||
Stress | , | , |
Metric | Combined (CB) | Fixed (FX) | Emotion (EM) | Performance (PE) | User Selected (US) |
---|---|---|---|---|---|
Difficulty | = −1.738, p = 0.093 | N/A | = −1.187, p = 0.245 | = −2.710, p = 0.011 | = −1.391, p = 0.175 |
Accuracy |
= −3.338, < 0.010 | = −2.446, p = 0.021 | = −1.772, p = 0.087 |
= −2.880, < 0.010 | = −1.850, p = 0.075 |
Headshot Ratio | = −1.904, p = 0.067 | = −2.012, p = 0.054 | = −2.022, p = 0.052 | = −1.956, p = 0.060 | = −1.884, p = 0.070 |
Damage Done | = −2.509, p = 0.018 | = −2.326, p = 0.027 |
= −2.859, < 0.010 | = −2.715, p = 0.011 | = −2.345, p = 0.026 |
Damage Taken | = 1.442, p = 0.160 |
= 3.564, < 0.010 | = −1.136, p = 0.265 | = 1.276, p = 0.212 | = 0.768, p = 0.449 |
Enemies Killed | = −2.708, p = 0.011 | = −1.499, p = 0.145 | = −2.338, p = 0.026 | = −1.780, p = 0.086 | = −1.778, p = 0.086 |
UFOs Killed | = −1.448, p = 0.158 | = −1.864, p = 0.072 | = −1.555, p = 0.131 | = −2.158, p = 0.039 | = −1.366, p = 0.183 |
Cows Saved | = −1.775, p = 0.086 | = −2.667, p = 0.012 | = −2.108, p = 0.044 | = −1.677, p = 0.104 | = −1.273, p = 0.213 |
Survival Time | = −2.615, p = 0.014 | = −2.385, p = 0.024 |
= −3.033, < 0.010 | = −0.877, p = 0.388 | = −1.034, p = 0.310 |
Total Score | = −2.617, p = 0.039 | = −2.410, p = 0.023 | = −2.635, p = 0.013 |
= −2.777, < 0.010 | = −2.038, p = 0.051 |
HR Difference | = 0.037, p = 0.971 | = −0.066, p = 0.948 | = 0.292, p = 0.772 | = −0.383, p = 0.704 | = −0.148, p = 0.883 |
Engagement | = −0.622, p = 0.539 | = −0.072, p = 0.943 | = 1.114, p = 0.275 | = 1.528, p = 0.137 | = −1.341, p = 0.190 |
Excitement | = 0.842, p = 0.407 | = 1.621, p = 0.116 | = 0.413, p = 0.683 | = 1.400, p = 0.172 | = 1.047, p = 0.304 |
Focus | = −0.830, p = 0.413 | = −1.706, p = 0.099 | = 1.696, p = 0.101 | = 1.020, p = 0.316 |
= −3.011, < 0.010 |
Interest | = −0.501, p = 0.620 | = 0.800, p = 0.430 | = −1.022, p = 0.315 | = −0.724, p = 0.475 | = 0.583, p = 0.565 |
Relaxation | = −0.194, p = 0.848 | = 1.450, p = 0.158 | = −1.467, p = 0.153 | = −1.324, p = 0.196 | = 1.933, p = 0.063 |
Stress | = −1.001, p = 0.325 | = −0.460, p = 0.649 | = 0.110, p = 0.913 | = −0.762, p = 0.452 | = −1.394, p = 0.174 |
Metric/Pair | CB × FX | CB × EM | CB × PE | CB × US | PE × US |
---|---|---|---|---|---|
Difficulty |
= 7.553, < 0.005 |
= −8.935, < 0.005 |
= 6.042, < 0.005 | = 2.193, p = 0.036 | = −1.551, p = 0.131 |
Accuracy | = −2.476, p = 0.019 | = 1.427, p = 0.164 | = 0.833, p = 0.412 | = −0.177, p = 0.860 | = −0.761, p = 0.453 |
Headshot Ratio | = −0.231, p = 0.819 | = −0.909, p = 0.371 | = −0.422, p = 0.676 | = 0.839, p = 0.408 | = 0.943, p = 0.353 |
Damage Done | = −1.239, p = 0.225 | = −0.704, p = 0.487 | = 1.105, p = 0.278 | = −0.678, p = 0.503 | = −1.516, p = 0.140 |
Damage Taken |
= 4.695, < 0.005 |
= −4.597, < 0.005 | = 2.460, p = 0.020 | = 2.042, p = 0.050 | = 0.296, p = 0.769 |
Enemies Killed | = 1.454, p = 0.156 | = −0.094, p = 0.926 | = −0.886, p = 0.383 | = 0.416, p = 0.680 | = 1.186, p = 0.245 |
UFOs Killed | = −1.677, p = 0.104 |
= 3.176, < 0.005 | = 0.210, p = 0.835 | = 1.734, p = 0.093 | = 1.800, p = 0.082 |
Cows Saved | = −0.623, p = 0.538 | = 2.147, p = 0.040 |
= −3.321, < 0.005 | = −1.401, p = 0.172 | = 1.811, p = 0.080 |
Survival Time |
= −3.598, < 0.005 | = 2.803, p = 0.009 | = −2.753, p = 0.010 | = −2.139, p = 0.041 | = 1.420, p = 0.166 |
Total Score | = −1.584, p = 0.124 | = 1.689, p = 0.102 | = −1.245, p = 0.223 | = −0.454, p = 0.653 | = 0.824, p = 0.416 |
HR Difference | = −0.401, p = 0.692 | = 2.139, p = 0.041 | = −1.353, p = 0.186 | = 0.334, p = 0.741 | = 1.496, p = 0.145 |
Engagement | = −2.316, p = 0.028 | = −0.734, p = 0.469 | = −1.952, p = 0.060 | = −2.163, p = 0.039 | = −0.056, p = 0.956 |
Excitement | = 1.226, p = 0.230 | = −0.725, p = 0.474 | = 0.724, p = 0.475 | = 0.444, p = 0.660 | = −0.204, p = 0.840 |
Focus | = −2.333, p = 0.027 | = −0.890, p = 0.381 | = −0.995, p = 0.328 | = −1.817, p = 0.079 | = −0.670, p = 0.508 |
Interest | = −1.052, p = 0.301 | = −0.737, p = 0.467 | = −0.673, p = 0.506 | = −1.411, p = 0.169 | = −0.231, p = 0.819 |
Stress | = −1.605, p = 0.119 | = −0.647, p = 0.523 | = 0.494, p = 0.625 | = −1.828, p = 0.078 | = −2.350, p = 0.026 |
Relaxation | = 0.911, p = 0.370 | = 0.338, p = 0.738 | = 1.184, p = 0.246 | = −0.148, p = 0.883 | = −1.191, p = 0.243 |
Metric/Pair | FX × EM | FX × PE | FX × US | EM × PE | EM × US |
---|---|---|---|---|---|
Difficulty |
= −19.974, < 0.005 | = 0.445, p = 0.659 | = −1.510, p = 0.142 |
= 8.926, < 0.005 |
= 7.649, < 0.005 |
Accuracy |
= 3.315, < 0.005 | = 2.892, p = 0.007 | = 1.690, p = 0.101 | = −0.567, p = 0.575 | = −1.411, p = 0.168 |
Headshot Ratio | = −1.008, p = 0.322 | = −0.280, p = 0.781 | = 0.953, p = 0.348 | = 0.700, p = 0.489 | = 1.416, p = 0.167 |
Damage Done | = 0.440, p = 0.663 | = 2.662, p = 0.012 | = 0.451, p = 0.655 | = 2.032, p = 0.051 | = −0.102, p = 0.919 |
Damage Taken |
= −7.049, < 0.005 |
= −3.106, < 0.005 | = −2.360, p = 0.025 |
= 6.287, < 0.005 |
= 4.948, < 0.005 |
Enemies Killed | = −1.207, p = 0.237 |
= −3.285, < 0.005 | = −0.990, p = 0.330 | = −0.891, p = 0.380 | = 0.379, p = 0.707 |
UFOs Killed |
= 4.987, < 0.005 | = 2.453, p = 0.020 |
= 3.140, < 0.005 |
= −3.721, < 0.005 | = −1.201, p = 0.239 |
Cows Saved | = 2.484, p = 0.019 |
= −3.620, < 0.005 | = −0.615, p = 0.543 | = −4.714, p < 0.005 | = −2.816, p = 0.009 |
Survival Time |
= 5.077, < 0.005 | = 0.671, p = 0.508 | = 1.967, p = 0.058 |
= −4.105, < 0.005 |
= −3.500, < 0.005 |
Total Score |
= 3.184, < 0.005 | = 0.794, p = 0.434 | = 1.800, p = 0.082 |
= −3.300, < 0.005 | = −1.851, p = 0.074 |
HR Difference | = 1.886, p = 0.069 | = −0.661, p = 0.514 | = 0.634, p = 0.531 | = −2.728, p = 0.011 | = −2.040, p = 0.050 |
Engagement | = 1.127, p = 0.269 | = 0.390, p = 0.699 | = 0.255, p = 0.800 | = −1.242, p = 0.224 | = −1.360, p = 0.184 |
Excitement | = −1.965, p = 0.059 | = −1.001, p = 0.325 | = −1.026, p = 0.313 | = 1.598, p = 0.120 | = 0.907, p = 0.372 |
Focus | = 0.991, p = 0.330 | = 1.317, p = 0.198 | = 0.290, p = 0.774 | = −0.129, p = 0.898 | = −0.904, p = 0.373 |
Interest | = −0.021, p = 0.984 | = 0.060, p = 0.952 | = −0.221, p = 0.827 | = 0.095, p = 0.925 | = −0.132, p = 0.896 |
Stress | = 1.061, p = 0.297 | = 1.855, p = 0.073 | = −0.242, p = 0.810 | = 1.092, p = 0.283 | = −1.307, p = 0.201 |
Relaxation | = −0.428, p = 0.672 | = 0.349, p = 0.729 | = −1.206, p = 0.237 | = 0.992, p = 0.329 | = −0.464, p = 0.646 |
Questions | Friedman Test |
---|---|
Q1 (Stress) | (4) = 23.135, < 0.050 |
Q2 (Excitement) | (4) = 4.215, p = 0.378 |
Q3 (Focus) | (4) = 2.675, p = 0.614 |
Q4 (Fun) | (4) = 4.098, p = 0.393 |
Q5 (Difficulty) | (4) = 21.766, < 0.050 |
Q6 (Effort) | (4) = 12.407, < 0.050 |
Q7 (Performance) | (4) = 21.322, < 0.050 |
Q8 (Trying Best) | (4) = 1.830, p = 0.767 |
Q9 (Game Enjoyment) | (4) = 4.772, p = 0.311 |
Q10 (Notice Difference) | (4) = 5.196, p = 0.268 |
Questions | Combined | Fixed | Emotion | Performance | User Selected |
---|---|---|---|---|---|
Q1 (Stress) | U = 104.0, p = 0.547 | U = 79.0, p = 0.109 | U = 118.5, p = 0.984 | U = 109.5, p = 0.703 | U = 104.5, p = 0.562 |
Q2 (Excitement) | U = 87.0, p = 0.199 | U = 100.0, p = 0.444 | U = 88.0, p = 0.213 | U = 80.5, p = 0.123 | U = 81.0, p = 0.128 |
Q3 (Focus) | U = 102.0, p = 0.494 | U = 96.0, p = 0.354 | U = 74.0, p = 0.068 | U = 97.0, p = 0.375 | U = 93.0, p = 0.297 |
Q4 (Fun) | U = 108.5, p = 0.673 | U = 94.0, p = 0.316 | U = 86.5, p = 0.191 | U = 107.0, p = 0.630 | U = 96.5, p = 0.367 |
Q5 (Difficulty) | U = 111.0, p = 0.746 | U = 49.0, < 0.050 | U = 92.5, p = 0.282 | U = 103.5, p = 0.535 | U = 112.0, p = 0.779 |
Q6 (Effort) | U = 93.5, p = 0.298 | U = 112.0, p = 0.778 | U = 68.0, < 0.050 | U = 102.0, p = 0.491 | U = 101.5, p = 0.482 |
Q7 (Performance) | U = 102.0, p = 0.497 | U = 54.5, < 0.050 | U = 84.0, p = 0.161 | U = 82.0, p = 0.133 | U = 109.5, p = 0.703 |
Q8 (Trying Best) | U = 99.5, p = 0.433 | U = 115.5, p = 0.888 | U = 84.5, p = 0.167 | U = 73.0, p = 0.064 | U = 113.0, p = 0.809 |
Q9 (Game Enjoyment) | U = 112.5, p = 0.793 | U = 100.0, p = 0.448 | U = 106.5, p = 0.613 | U = 94.0, p = 0.316 | U = 108.5, p = 0.669 |
Q10 (Notice Difference) | U = 114.0, p = 0.841 | U = 107.0, p = 0.631 | U = 108.5, p = 0.675 | U = 97.0, p = 0.378 | U = 118.5, p = 0.984 |
Pairs | Q1 | Q2 | Q3 | Q4 | Q5 |
---|---|---|---|---|---|
CB × FX | Z = −2.168, p = 0.030 | Z = −1.391, p = 0.164 | Z = −0.041, p = 0.967 | Z = −1.305, p = 0.192 | Z = −2.437, p = 0.015 |
CB × EM | Z = −2.458, p = 0.014 | Z = −0.724, p = 0.469 | Z = −0.188, p = 0.851 | Z = −0.053, p = 0.958 | Z = −3.357, p < 0.005 |
CB × PE | Z = −2.277, p = 0.023 | Z = −0.294, p = 0.769 | Z = −1.027, p = 0.305 | Z = −0.115, p = 0.909 | Z = −1.875, p = 0.061 |
CB × US | Z = −0.407, p = 0.684 | Z = −0.418, p = 0.676 | Z = −0.515, p = 0.607 | Z = −0.940, p = 0.347 | Z = −0.161, p = 0.872 |
FX × EM | Z = −3.404, p < 0.005 | Z = −1.990, p = 0.047 | Z = −0.401, p = 0.688 | Z = −1.093, p = 0.274 | Z = −4.057, p < 0.005 |
FX × PE | Z = −0.165, p = 0.869 | Z = −1.572, p = 0.116 | Z = −0.808, p = 0.419 | Z = −1.240, p = 0.215 | Z = −0.653, p = 0.514 |
FX × US | Z = −2.136, p = 0.033 | Z = −1.529, p = 0.126 | Z = −0.606, p = 0.545 | Z = −0.797, p = 0.425 | Z = −2.099, p = 0.036 |
EM × PE | Z = −3.218, p < 0.005 | Z = −0.320, p = 0.749 | Z = −0.997, p = 0.319 | Z = −0.369, p = 0.712 | Z = −3.593, p < 0.005 |
EM × US | Z = −1.412, p = 0.158 | Z = −0.843, p = 0.399 | Z = −0.799, p = 0.424 | Z = −0.739, p = 0.460 | Z = −2.345, p = 0.019 |
PE × US | Z = −1.697, p = 0.090 | Z = −0.856, p = 0.392 | Z = −0.309, p = 0.757 | Z = −0.615, p = 0.538 | Z = −1.266, p = 0.206 |
Pairs | Q6 | Q7 | Q8 | Q9 | Q10 |
---|---|---|---|---|---|
CB × FX | Z = −3.220, p < 0.005 | Z = −0.973, p = 0.330 | Z = −0.602, p = 0.547 | Z = −0.373, p = 0.709 | Z = −0.386, p = 0.699 |
CB × EM | Z = −0.270, p = 0.787 | Z = −2.401, p = 0.016 | Z = −0.661, p = 0.509 | Z = −2.399, p = 0.016 | Z = −0.823, p = 0.410 |
CB × PE | Z = −1.149, p = 0.251 | Z = −2.818, p < 0.005 | Z = −0.288, p = 0.773 | Z = −1.075, p = 0.282 | Z = −0.638, p = 0.523 |
CB × US | Z = −0.892, p = 0.373 | Z = −0.022, p = 0.983 | Z = −1.304, p = 0.192 | Z = −0.509, p = 0.610 | Z = −1.716, p = 0.086 |
FX × EM | Z = −2.995, p < 0.005 | Z = −3.337, p < 0.005 | Z = −1.194, p = 0.232 | Z = −1.384, p = 0.166 | Z = −1.349, p = 0.177 |
FX × PE | Z = −1.810, p = 0.070 | Z = −2.476, p = 0.013 | Z = −0.230, p = 0.818 | Z = −0.604, p = 0.546 | Z = −0.945, p = 0.345 |
FX × US | Z = −2.099, p = 0.036 | Z = −1.210, p = 0.226 | Z = −0.044, p = 0.965 | Z = −0.062, p = 0.951 | Z = −1.725, p = 0.085 |
EM × PE | Z = −1.079, p = 0.281 | Z = −4.089, p < 0.005 | Z = −0.327, p = 0.744 | Z = −0.710, p = 0.478 | Z = −0.635, p = 0.525 |
EM × US | Z = −0.537, p = 0.591 | Z = −2.181, p = 0.029 | Z = −1.286, p = 0.198 | Z = −1.266, p = 0.205 | Z = −0.297, p = 0.766 |
PE × US | Z = −0.194, p = 0.847 | Z = −2.452, p = 0.014 | Z = −0.462, p = 0.644 | Z = −0.686, p = 0.493 | Z = −1.041, p = 0.298 |
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Fisher, N.; Kulshreshth, A.K. Exploring Dynamic Difficulty Adjustment Methods for Video Games. Virtual Worlds 2024, 3, 230-255. https://doi.org/10.3390/virtualworlds3020012
Fisher N, Kulshreshth AK. Exploring Dynamic Difficulty Adjustment Methods for Video Games. Virtual Worlds. 2024; 3(2):230-255. https://doi.org/10.3390/virtualworlds3020012
Chicago/Turabian StyleFisher, Nicholas, and Arun K. Kulshreshth. 2024. "Exploring Dynamic Difficulty Adjustment Methods for Video Games" Virtual Worlds 3, no. 2: 230-255. https://doi.org/10.3390/virtualworlds3020012
APA StyleFisher, N., & Kulshreshth, A. K. (2024). Exploring Dynamic Difficulty Adjustment Methods for Video Games. Virtual Worlds, 3(2), 230-255. https://doi.org/10.3390/virtualworlds3020012