Emotion-based Dynamic Difficulty Adjustment Using Parameterized Difficulty and Self-Reports of Emotion

Research has shown that dynamic difficulty adjustment (DDA) can benefit player experience in digital games. However, in some cases it can be difficult to assess when adjustments are necessary. In this paper, we propose an approach of emotion-based DDA that uses self-reported emotions to inform when an adaptation is necessary. In comparison to earlier DDA techniques based on affect, we use parameterized difficulty to define difficulty levels and select the suitable level based on players' frustration and boredom. We conducted a user study with 66 participants investigating performance and effects on player experience and perceived competence of this approach. The study further explored how self-reports of emotional state can be integrated in dialogs with non-player characters to provide less interruption. The results show that our emotion-based DDA approach works as intended and yields better player experience than constant or increasing difficulty approaches. While the dialog-based self-reports did not positively affect player experience, they yielded high accuracy. Together, these findings indicate our emotion-based approach works as intended and provides good player experience, thus representing a useful tool for game developers to easily implement reliable DDA.

[1]  Darryl Charles,et al.  Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .

[2]  Jonathan LaCour The Legend of Zelda: Breath of the Wild , 2019 .

[3]  Matthias Rauterberg,et al.  Incongruity-Based Adaptive Game Balancing , 2009, ACG.

[4]  Regan L. Mandryk,et al.  Using affective state to adapt characters, NPCs, and the environment in a first-person shooter game , 2014, 2014 IEEE Games Media Entertainment.

[5]  Sus Lundgren,et al.  Neither playing nor gaming: pottering in games , 2012, FDG.

[6]  Paul A. Cairns,et al.  Adaptation in Digital Games: The Effect of Challenge Adjustment on Player Performance and Experience , 2015, CHI PLAY.

[7]  Rafael Bidarra,et al.  In Press: Ieee Transactions on Computational Intelligence and Ai in Games Adaptivity Challenges in Games and Simulations: a Survey , 2022 .

[8]  Thomas W. Malone,et al.  What makes things fun to learn? heuristics for designing instructional computer games , 1980, SIGSMALL '80.

[9]  Robin Hunicke,et al.  The case for dynamic difficulty adjustment in games , 2005, ACE '05.

[10]  Wijnand A. IJsselsteijn,et al.  Dynamic Game Balancing by Recognizing Affect , 2008, Fun and Games.

[11]  Nick Yee,et al.  The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.

[12]  Sultan A. Alharthi,et al.  Playing to Wait: A Taxonomy of Idle Games , 2018, CHI.

[13]  Jenova Chen,et al.  Flow in games (and everything else) , 2007, CACM.

[14]  Wijnand A. IJsselsteijn,et al.  Creating an Emotionally Adaptive Game , 2008, ICEC.

[15]  Jan Baetens,et al.  The Art of Failure: An Essay on the Pain of Playing Video Games , 2014, Leonardo.

[16]  Christoph Klimmt,et al.  Effectance and Control as Determinants of Video Game Enjoyment , 2007, Cyberpsychology Behav. Soc. Netw..

[17]  Julian Frommel,et al.  Rising to the Challenge: An Emotion-Driven Approach Toward Adaptive Serious Games , 2017, Serious Games and Edutainment Applications.

[18]  Daniel M. Johnson,et al.  Design and Preliminary Validation of The Player Experience Inventory , 2016, CHI PLAY.

[19]  Carl Gutwin,et al.  Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game , 2015, CHI.

[20]  Alan J. Dix,et al.  Using frustration in the design of adaptive videogames , 2004, ACE '04.

[21]  Julian Frommel,et al.  KickAR: Exploring Game Balancing Through Boosts and Handicaps in Augmented Reality Table Football , 2018, CHI.

[22]  Terry E. Duncan,et al.  Psychometric properties of the Intrinsic Motivation Inventory in a competitive sport setting: a confirmatory factor analysis. , 1989, Research quarterly for exercise and sport.

[23]  Changchun Liu,et al.  Dynamic Difficulty Adjustment in Computer Games Through Real-Time Anxiety-Based Affective Feedback , 2009, Int. J. Hum. Comput. Interact..

[24]  Regan L. Mandryk,et al.  Fostering Intrinsic Motivation through Avatar Identification in Digital Games , 2016, CHI.

[25]  M. Csíkszentmihályi Flow: The Psychology of Optimal Experience , 1990 .

[26]  Paul A. Cairns,et al.  Emotional and Functional Challenge in Core and Avant-garde Games , 2015, CHI PLAY.

[27]  Georgios N. Yannakakis,et al.  Correlation between heart rate, electrodermal activity and player experience in first-person shooter games , 2010, Sandbox '10.

[28]  Julian Frommel,et al.  Integrated Questionnaires: Maintaining Presence in Game Environments for Self-Reported Data Acquisition , 2015, CHI PLAY.

[29]  Chek Tien Tan,et al.  Personalised gaming: a motivation and overview of literature , 2012, IE '12.

[30]  D. Hoang FLOW: The Psychology of Optimal Experience , 2018 .

[31]  Angeline Khoo,et al.  Player-Avatar Identification in video gaming: Concept and measurement , 2013, Comput. Hum. Behav..

[32]  Guillaume Chanel,et al.  Emotion Assessment From Physiological Signals for Adaptation of Game Difficulty , 2011, IEEE Transactions on Systems, Man, and Cybernetics - Part A: Systems and Humans.