Representation and Frequency of Player Choice in Player-Oriented Dynamic Difficulty Adjustment ...
summary
Claim: shifting difficulty control to players can hurt player experience depending on how choices are shown and how often they appear. Method: controlled 3x2 within-subject study using Snake with 84 participants who each played 18 games, factors = embedded choices vs keyboard control and periodic presentation vs once vs constant. Results: embedded choices boost action-awareness merging and altered time but not overall harm; once is worse than periodic; constant can reduce clear goals, and embedded+constant produces the largest drop. Recommendations: design choice representation and frequency deliberately.
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chapters (10)
- 0:00Introduction
- 0:26Flow theory in game design
- 1:28Dynamic difficulty adjustment limits
- 2:29Player choice in DDA systems
- 3:10Snake game experiment setup
- 5:19Key findings on choice representation
- 6:21Frequency of choice effects
- 7:28Interaction between choice factors
- 9:14Design recommendations for DDA
- 10:21Q&A on flow measurement in games
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