Dynamic Difficulty Adjustment
PublicGame developers are constantly looking for ways to accommodate the widest range of players. One solution is DDA (dynamic difficulty adjustment), where the game attempts to learn the player's preferences and adjust itself accordingly. However, discussion of DDA systems assumes existing functional models of fun in videogames. This paper presents a detailed study in which a multiple linear regression model for fun was built for a simple top-down shooter game (Space Warrior), using two studies with subjects crowd-sourced from Amazon Turk. Analysis of the results shows that player demographics like age and gender have a great influence on fun in games like Space Warrior, while effects from dynamic adjustment systems are weak in comparison.
- This report represents the work of one or more WPI undergraduate students submitted to the faculty as evidence of completion of a degree requirement. WPI routinely publishes these reports on its website without editorial or peer review.
- Creator
- Publisher
- Identifier
- E-project-011112-185356
- Advisor
- Year
- 2012
- Date created
- 2012-01-11
- Resource type
- Major
- Rights statement
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