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A Hybrid Difficulty Balancing Method on “Casual” Mobile Game
KTH, School of Computer Science and Communication (CSC).
2015 (English)Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
Abstract [en]

A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. A casual mobile game containing a User Testing part has been developed for this purpose and played by 56 participants. The extracted results offer some insights on various gamers’ demographic groups behaviors and some indications that the intended prediction is feasible.

Place, publisher, year, edition, pages
2015. , 14 p.
Keyword [en]
Video Games Difficulty Balancing, Games Difficulty Adjustment, Game Development, Casual Mobile Games, HCI
National Category
Engineering and Technology
Identifiers
URN: urn:nbn:se:kth:diva-173953OAI: oai:DiVA.org:kth-173953DiVA: diva2:856523
Educational program
Master of Science - Human-Computer Interaction
Supervisors
Examiners
Available from: 2015-10-15 Created: 2015-09-24 Last updated: 2015-10-15Bibliographically approved

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fulltext(1679 kB)82 downloads
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Chatzilias, Dimitris
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CiteExportLink to record
Permanent link

Direct link
Cite
Citation style
  • apa
  • harvard1
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf