Mind at Play; The Psychology of Video Games
Mind at Play; The Psychology of Video Games
Heuristics for designing enjoyable user interfaces: Lessons from computer games
CHI '82 Proceedings of the 1982 Conference on Human Factors in Computing Systems
What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
Explaining the enjoyment of playing video games: the role of competition
ICEC '03 Proceedings of the second international conference on Entertainment computing
Game Level Design (Game Development Series)
Game Level Design (Game Development Series)
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Video Games and Interactive Media: A Glimpse at New Digital Entertainment
Video Games and Interactive Media: A Glimpse at New Digital Entertainment
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
Player Performance, Satisfaction, and Video Game Enjoyment
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Scaling the Level of Difficulty in Single Player Video Games
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
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This paper synthetically presents a reliable and generic way to evaluate the difficulty of video games, and an experiment testing its accuracy and concordance with subjective assessments of difficulty. We propose a way to split the gameplay into measurable items, and to take into account the player's apprenticeship to statistically evaluate the game's difficulty. We then present the experiment, based on a standard FPS gameplay. First, we verify that our constructive approach can be applied to this gameplay. Then, we test the accuracy of our method. Finally, we compare subjective assessments of the game's difficulty, both from the designers and the players, to the values predicted by our model. Results show that a very simple version of our model can predict the probability to the player has to lose with enough accuracy to be useful as a game design tool. However, the study points out that the subjective feeling of difficulty seems to be complex, and not only based on a short term estimate of the chances of success.