Proceedings of the 8th International Conference on Advances in Computer Entertainment Technology 2011
DOI: 10.1145/2071423.2071484
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Difficulty in videogames

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Cited by 16 publications
(4 citation statements)
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“…Difficulty is generally defined as the commitment taken to effectively perform an operation [11]. Aponte et al [26] claim that the difficulty of a challenge is the probability that the player will fail at it. As described above, difficulty is considered a key factor in promoting the motivation of learners in educational games and resulting in better learning outcomes [27].…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…Difficulty is generally defined as the commitment taken to effectively perform an operation [11]. Aponte et al [26] claim that the difficulty of a challenge is the probability that the player will fail at it. As described above, difficulty is considered a key factor in promoting the motivation of learners in educational games and resulting in better learning outcomes [27].…”
Section: Difficulty In Educational Gamesmentioning
confidence: 99%
“…A gameplay is composed of (1) challenges that the player faces, (2) the actions the player can do to address the challenge [17]. Challenges can be of dierent types regarding the kind of actions that the player has to do: sensitive / perceptive, cognitive (logical), motor [18]. In therapeutic games, the gameplay is what provide the therapeutic eect, and thus is the most important aspect to design.…”
Section: Designing the Gameplaymentioning
confidence: 99%
“…Even if challenges have a specic level of diculty, a moderate challenge can be too easy for an expert and too hard for a beginner. As a consequence, the actual diculty level of a challenge is dependent of the capabilities of the player [18]. Thus, we need to assess the player capabilities to be able to set an eective diculty level for him.…”
Section: Designing the Dicultymentioning
confidence: 99%
“…Similarly, video game players often seek out demanding and/or challenging games-if the game does not sufficiently tax players' abilities, it will not be enjoyed as much: "difficulty is part of the fun" (Aponte et al, 2011). Less anecdotally, the degree to which an individual intrinsically values cognitive effort-operationalized by the Need for Cognition scale-has been found to predict effort aversion as well as reward-induced adjustments in cognitive control suggesting that the subjective costs of cognitive effort vary considerably from individual to individual (Sandra & Otto, 2018;Westbrooke et al, 2013).…”
mentioning
confidence: 99%