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.
Original language | English |
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Title of host publication | CHI PLAY 2019 - Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play |
Publisher | Association for Computing Machinery, Inc |
Pages | 687-695 |
Number of pages | 9 |
ISBN (Electronic) | 9781450368711 |
DOIs | |
Publication status | Published - 17 Oct 2019 |
Event | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 - Barcelona, Spain Duration: 22 Oct 2019 → 25 Oct 2019 |
Conference
Conference | 6th ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, CHI PLAY 2019 |
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Country/Territory | Spain |
City | Barcelona |
Period | 22/10/19 → 25/10/19 |
Austrian Fields of Science 2012
- 102013 Human-computer interaction
- 509014 Game research
Keywords
- Adaptive Difficulty
- Eye Movements
- Framing
- Player Experience