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[ALN11] Difficulty in Video Games : An Experimental Validation of a Formal Definition

Conférence Internationale avec comité de lecture : Advances in Computer Enterntainment, November 2011,

Mots clés: Difficulty Measuring, Game Design

Résumé: This paper synthetically presents a reliable and generic way to evaluate the difficulty of video games, and an ex- periment testing its accuracy and concordance with subjec- tive assessments of difficulty. We propose a way to split the gameplay into measurable items, and to take into account the player’s apprenticeship to statistically evaluate the ga- me’s difficulty. We then present the experiment, based on a standard FPS gameplay. First, we verify that our construc- tive approach can be applied to this gameplay. Then, we test the accuracy of our method. Finally, we compare sub- jective assessments of the game’s difficulty, both from the designers and the players, to the values predicted by our model. Results show that a very simple version of our model can predict the probability to the player has to lose with en- ough accuracy to be useful as a game design tool. However, the study points out that the subjective feeling of difficulty seems to be complex, and not only based on a short term estimate of the chances of success.

Equipe: sys , mim

BibTeX

@inproceedings {
ALN11,
title="{Difficulty in Video Games : An Experimental Validation of a Formal Definition}",
author=" M. Aponte and G. Levieux and S. Natkin ",
booktitle="{Advances in Computer Enterntainment}",
year=2011,
month="November",
}