2010
DOI: 10.1007/978-3-642-12993-3_19
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Incongruity-Based Adaptive Game Balancing

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Cited by 35 publications
(22 citation statements)
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“…Within the EDPCG framework, it is possible to generate levels that are adapted to the strengths and limitations of the player, in an attempt to maximize the fun factor. Many studies propose that the fun and challenge factors are directly linked [25][26][27][28][29][30][31], which means that, to tune the fun factor, one often has to tune the challenge factor. In this line, in this paper, we propose the integration of PGC with gaze tracking so as to adapt the challenge the player as to face according to his/her form of playing and, as a result, to improve the fun factor.…”
Section: Related Workmentioning
confidence: 99%
“…Within the EDPCG framework, it is possible to generate levels that are adapted to the strengths and limitations of the player, in an attempt to maximize the fun factor. Many studies propose that the fun and challenge factors are directly linked [25][26][27][28][29][30][31], which means that, to tune the fun factor, one often has to tune the challenge factor. In this line, in this paper, we propose the integration of PGC with gaze tracking so as to adapt the challenge the player as to face according to his/her form of playing and, as a result, to improve the fun factor.…”
Section: Related Workmentioning
confidence: 99%
“…The idea was to maintain a specific difference in incongruity automatically. The main conclusion was that, due to their automatically maintained balanced difficulty setting, they were able to avoid the game from becoming boring or frustrating [4].…”
Section: Incongruity-based Adaptive Game Balancingmentioning
confidence: 94%
“…In addition, research has shown that when opponent players play too strongly in a game against a particular player, the player will get frustrated (i.e., 'gets stuck' in the game) and will quit playing too [62,117]. In this regard, it is important for a gaming system to rate the skills of players accurately, and to match players with comparable skills with one-another; close enough in skill to be challenging, but not so difficult as to be frustrating [45].…”
Section: Player Matching (Multiplayer)mentioning
confidence: 99%