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[CLB17a] From Objective to Subjective Difficulty Evaluation in Video Games

Conférence Internationale avec comité de lecture : 16th IFIP Conference on Human-Computer Interaction (INTERACT), September 2017, pp.107--127, Mumbai, Inde, (DOI: 10.1007/978-3-319-67684-5_8)

Mots clés: Difficulty, Motivation, Game Design, Player model

Résumé: This paper investigates the perception of difficulty in video games, defined as the players' estimation of their chances of failure. We discuss our approach with regard to the psychophysical studies of subjective difficulty and to the cognitive psychology research on overconfidence bias. We assume that the strong motivational pull of video games may lead players to be overconfident and underestimate their chances of failure. Our method is tested within three games related to three types of difficulty, where the players have to bet on their capacity to win each challenge. Results confirm the existence of a gap between the players’ actual and self-evaluated chances of failure. More precisely, players seem to strongly underestimate high levels of difficulty. Results do not show any influence of the players gender, feeling of self-efficacy, risk aversion and gaming habits on the difficulty estimation error.

BibTeX

@inproceedings {
CLB17a,
title="{From Objective to Subjective Difficulty Evaluation in Video Games}",
author=" T. Constant and G. Levieux and A. Buendia and S. Natkin ",
booktitle="{16th IFIP Conference on Human-Computer Interaction (INTERACT)}",
year=2017,
month="September",
pages="107--127",
address="Mumbai, Inde",
doi="10.1007/978-3-319-67684-5_8",
}