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Dynamic Game Balancing by Recognizing Affect.

Authors :
Tijs, Tim J. W.
Brokken, Dirk
IJsselsteijn, Wijnand A.
Source :
Fun & Games; 2008, p88-93, 6p
Publication Year :
2008

Abstract

Dynamic game balancing concerns changing parameters in a game to avoid undesired player emotions, such as boredom and frustration. This is e.g. done by adjusting the game΄s difficulty level to the (increasing) skill level of the player during the game. Currently, most balancing techniques are based on in-game performance, such as the player΄s position in a race. This is, however, insufficient since different types of players exist, with different goals, preferences and emotional responses. Therefore, to deal effectively with a player΄s emotions, a game needs to look beyond the player΄s performance. This paper provides an overview of two groups of potentially useful sources for dynamic game balancing: Overt behavior and physiological responses. In addition, we present EMO-Pacman, a design case that aims to implement these new balancing techniques into the game Pac-Man. [ABSTRACT FROM AUTHOR]

Details

Language :
English
ISBNs :
9783540883210
Database :
Complementary Index
Journal :
Fun & Games
Publication Type :
Book
Accession number :
76828438
Full Text :
https://doi.org/10.1007/978-3-540-88322-7_9