Dynamic player-centric adaptation continues being a challenge for software applications and, in particular, in video games. The paper presents a dynamic adjustment of difficulty and visual effects in a car driving 3D video game based on changes of both the player performance (outcomes) shown within the game session and, on the other hand, the player arousal (excitement) recognized by a special, free game component. The component is applied for estimation of arousal inferred by the electrodermal activity of an individual player measured by a cheap custom device. The paper proposes a simple model for keeping the player in flow while adjusting dynamically both task difficulty and game visual effects, providing a better immersion, challenge, and tension. The presented initial results are statistically significant and answer positively to the main research question of the study: does the adaptive version of the game provide a better gaming experience than the non-adaptive one?
|Title of host publication||Proceedings of 16th International Conference|
|Subtitle of host publication||e-Society 2018|
|Editors||Piet Kommers, Pedro Isaias , Luís Rodrigues|
|Place of Publication||Lisbon|
|Number of pages||18|
|Publication status||Published - 2018|
|Event||16th International Conderence e-society - Lisbon, Portugal|
Duration: 14 Apr 2018 → 16 Apr 2018
|Conference||16th International Conderence e-society|
|Period||14/04/18 → 16/04/18|
- Video Game
Bontchev, B., Vassileva, D., & Dobrin , I. (2018). Player-centric adaptation of a car driving video game. In P. Kommers, P. Isaias , & L. Rodrigues (Eds.), Proceedings of 16th International Conference : e-Society 2018 (pp. 193-200). IADIS Press.