An interpreted demonstration of computer game design
CHI 98 Cconference Summary on Human Factors in Computing Systems
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Hamlet on the Holodeck: The Future of Narrative in Cyberspace
Game Design Theory and Practice
Game Design Theory and Practice
The human-computer interaction handbook
Towards a taxonomy of virtual reality user interfaces
IV '97 Proceedings of the IEEE Conference on Information Visualisation
Using heuristics to evaluate the playability of games
CHI '04 Extended Abstracts on Human Factors in Computing Systems
A grounded theory of the flow experiences of web users
International Journal of Human-Computer Studies - Incorporating knowledge acquisition
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Challenge-Sensitive Action Selection: an Application to Game Balancing
IAT '05 Proceedings of the IEEE/WIC/ACM International Conference on Intelligent Agent Technology
Genre and game studies: toward a critical approach to video game genres
Simulation and Gaming - Symposium: Video games: Issues in research and learning, part 2
Video game values: Human-computer interaction and games
Interacting with Computers
Measuring and defining the experience of immersion in games
International Journal of Human-Computer Studies
Playability in action videogames: a qualitative design model
Human-Computer Interaction
Static and dynamic difficulty level design for edutainment game using artificial neural networks
Edutainment'06 Proceedings of the First international conference on Technologies for E-Learning and Digital Entertainment
Dynamic Difficulty Controlling Game System
IEEE Transactions on Consumer Electronics
Perceptions, quality and motivational needs in image tagging human computation games
Journal of Information Science
Review: Engagement in digital entertainment games: A systematic review
Computers in Human Behavior
Effects of cognitive style on digital jigsaw puzzle performance: A GridWare analysis
Computers in Human Behavior
Not doing but thinking: the role of challenge in the gaming experience
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
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This study investigates the effects of game difficulty on player's immersion. Key factors in this study are difficulty of direction changes, including three directions (up and down, down and up, and continuously increasing) and difficulty of rate changes, with three rates (slow, medium, and fast). An experiment was conducted with 48 participants, each playing the same experimental games with different difficulty of direction or rate changes. The results indicate that the players have better immersion when the difficulty changes up and down than when it changes down and up or when the difficulty is continuously increased. And the participants have better immersion when the difficulty changes at a medium rate than when it changes slowly or fast.