Objective Difficulty-Skill Balance Impacts Perceived Balance but not Behaviour: A Test of Flow an...
summary
Preregistered experiment with n=309 uses a Go-like two-player game against an AI that plays to win draw or lose across five matches and measures enjoyment (IMI), absorption/competence (PXI), and behavioural engagement as the choice to play again. Objective balance (AI tuned to draw) is perceived balance highest in draw but does not increase absorption, competence, enjoyment (easy ≈ balanced, hard lower) or replay behaviour; competence actually rises as games get easier and no inverted-U relationship appears.
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