Change Blind Information Display for Ubiquitous Computing Environments
UbiComp '02 Proceedings of the 4th international conference on Ubiquitous Computing
Interactive drama, art and artificial intelligence
Interactive drama, art and artificial intelligence
Proceedings of the 2nd international conference on Digital interactive media in entertainment and arts
A combined tactical and strategic hierarchical learning framework in multi-agent games
Sandbox '08 Proceedings of the 2008 ACM SIGGRAPH symposium on Video games
Game-Like Simulations for Online Adaptive Learning: A Case Study
Edutainment '09 Proceedings of the 4th International Conference on E-Learning and Games: Learning by Playing. Game-based Education System Design and Development
Bridging the Gap: Adaptive Games and Student-Centered VLEs
ICWL '009 Proceedings of the 8th International Conference on Advances in Web Based Learning
Scaling the Level of Difficulty in Single Player Video Games
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Digital Games in eLearning Environments
Simulation and Gaming
From competitive to social two-player videogames
Proceedings of the 2nd Workshop on Child, Computer and Interaction
Polymorph: dynamic difficulty adjustment through level generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
ajME: making game engines autonomic
Proceedings of the 3rd International Conference on Fun and Games
Adaptive two-player videogames
Expert Systems with Applications: An International Journal
Target assistance for subtly balancing competitive play
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dynamic game difficulty balancing for backgammon
Proceedings of the 49th Annual Southeast Regional Conference
Exploring haptic feedback in exergames
INTERACT'11 Proceedings of the 13th IFIP TC 13 international conference on Human-computer interaction - Volume Part II
A visual language for the creation of narrative educational games
Journal of Visual Languages and Computing
Incongruity-based adaptive game balancing
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Towards robust gaze-based objective quality measures for text
Proceedings of the Symposium on Eye Tracking Research and Applications
Balancing exertion experiences
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Dynamic difficulty balancing for cautious players and risk takers
International Journal of Computer Games Technology
Organizing scalable adaptation in serious games
AEGS'11 Proceedings of the 2011 international conference on Agents for Educational Games and Simulations
Developing serious games specifically adapted to people suffering from alzheimer
SGDA'12 Proceedings of the Third international conference on Serious Games Development and Applications
Integrating Adaptive Games in Student-Centered Virtual Learning Environments
International Journal of Distance Education Technologies
Understanding handicapping for balancing exertion games
CHI '13 Extended Abstracts on Human Factors in Computing Systems
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Conventional wisdom suggests that while players enjoy unpredictability or novelty during gameplay experiences, they will feel "cheated" if games are adjusted during or across play sessions. In order for adjustment to be effective, it must be performed without disrupting or degrading the core player experience. This paper examines basic design requirements for effective dynamic difficulty adjustment (DDA) given this constraint, presents an interactive DDA system (Hamlet), and offers preliminary evaluation results which challenge common assumptions about player enjoyment and adjustment dynamics.