Abstract
Gameplay experience is shaped by players’ expectations towards the game and how game features are presented to them. We created two modified versions of the classic TETRIS game: one that adapts game difficulty based on players’ performance and one that additionally adapts to players’ eye movements. An initial analysis of exploratory study results indicates that eye-movement-based adaptive difficulty in TETRIS might not affect player performance and that framing the use of adaptive difficulty might only have a limited influence on both players’ game experience and perceived competence.
Originalsprache | Englisch |
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Titel | CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play |
Herausgeber (Verlag) | Association for Computing Machinery, Inc |
Seiten | 687-695 |
Seitenumfang | 9 |
ISBN (elektronisch) | 9781450368711 |
DOIs | |
Publikationsstatus | Veröffentlicht - 17 Okt. 2019 |
Veranstaltung | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spanien Dauer: 22 Okt. 2019 → 25 Okt. 2019 |
Konferenz
Konferenz | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 |
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Land/Gebiet | Spanien |
Ort | Barcelona |
Zeitraum | 22/10/19 → 25/10/19 |
ÖFOS 2012
- 102013 Human-Computer Interaction
- 509014 Spielforschung