How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience

How to Present Game Difficulty Choices?: Exploring the Impact on Player Experience
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如何呈现游戏难度选择?:探索对玩家体验的影响

DOI:
10.1145/2858036.2858574
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发表时间:
2016
期刊:
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems
影响因子:
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通讯作者:
R. Malaka
R. Malaka
中科院分区:
--
文献类型:
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作者:
Jan David Smeddinck;R. Mandryk;M. Birk;K. Gerling;Dietrich Barsilowski;R. Malaka

文献摘要

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将游戏难度与玩家能力相匹配是获得有益的玩家体验的关键一步,但进行有效但不引人注目的难度调整可能具有挑战性。本文通过两项研究探讨了自动和玩家发起的难度调整对玩家体验的影响。在第一项研究中,40 名参与者以基于运动或久坐的模式玩休闲游戏 THYFTHYF,使用基于菜单、嵌入式或自动难度调整。在第二项研究中,我们创建了市售游戏 fl0w 的改编版本,以便我们能够对久坐休闲游戏进行更有针对性的研究。两项研究的结果都表明,难度调整的类型会对感知的自主性产生影响,但其他玩家体验指标并未像预期的那样受到影响。我们的研究结果表明,大多数玩家更喜欢手动难度选择,但整体游戏体验并未受到自动难度调整的显着影响。
Matching game difficulty to player ability is a crucial step toward a rewarding player experience, yet making difficulty adjustments that are effective yet unobtrusive can be challenging. This paper examines the impact of automatic and player-initiated difficulty adjustment on player experience through two studies. In the first study, 40 participants played the casual game THYFTHYF either in motion-based or sedentary mode, using menu-based, embedded, or automatic difficulty adjustment. In the second study, we created an adapted version of the commercially available game fl0w to allow us to carry out a more focused study of sedentary casual play. Results from both studies demonstrate that the type of difficulty adjustment has an impact on perceived autonomy, but other player experience measures were not affected as expected. Our findings suggest that most players express a preference for manual difficulty choices, but that overall game experience was not notably impacted by automated difficulty adjustments.