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A master's thesis from Aalborg University
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Dynamic Difficulty Adjustment In Games Using Physiology

Author

Term

4. term

Education

Publication year

2018

Submitted on

Pages

43

Abstract

This thesis examines how video games can dynamically adjust difficulty to improve the player experience across diverse skill levels. It starts from the observation that fixed or linear difficulty settings often miss individual needs, making games feel either too easy or too hard. The project therefore focuses on Dynamic Difficulty Adjustment (DDA) but shifts from performance-based inputs to player frustration measured through physiology. Galvanic Skin Response (GSR)—skin conductance influenced by sweat activity, particularly in the palms—is highlighted as a robust indicator of emotional arousal compared to measures like heart rate that can be consciously regulated. The central research question is: “How can a difficulty system be implemented to automatically adjust a game’s difficulty and enhance the player’s experience?” The proposed approach integrates difficulty parameters into game and level design from the outset and develops a prototype game with tunable variables that a DDA module can modify in real time based on GSR. The analysis covers game difficulty, flow, frustration, and emotions to define design requirements, followed by planned user testing (pilot and final) to evaluate whether GSR-driven DDA can keep players in an appropriate challenge zone. Specific findings are not included in the provided excerpt.

Denne afhandling undersøger, hvordan videospil kan tilpasse sværhedsgrad dynamisk for at forbedre spillerens oplevelse på tværs af forskellige færdighedsniveauer. Udgangspunktet er, at faste eller lineært justerede sværhedsgrader ofte misforstår den individuelle spiller og kan gøre spil enten for lette eller for svære. Projektet fokuserer derfor på Dynamic Difficulty Adjustment (DDA), men med et skifte fra præstationsbaserede inddata til spillerens frustration målt via fysiologi. Galvanic Skin Response (GSR) – hudens ledningsevne påvirket af svedaktivitet, særligt i håndfladerne – fremhæves som en robust indikator for emotionelt engagement sammenlignet med fx puls, der kan kontrolleres bevidst. Den centrale problemformulering er: “Hvordan kan et sværhedssystem implementeres, der automatisk justerer et spils sværhedsgrad og forbedrer spillerens oplevelse?” Arbejdet skitserer en tilgang, hvor spillets sværhedsparametre indtænkes i game- og leveldesign fra start, og et prototypisk spil udvikles med justerbare parametre, som DDA-modulet kan ændre i realtid på baggrund af GSR. Analysen omfatter teori om spilsværhedsgrad, flow, frustration og emotioner for at definere designkrav, hvorefter der planlægges brugerafprøvninger (pilot og endelig test) for at evaluere, om GSR-baseret DDA kan holde spilleren i en passende udfordringszone. Konkrete resultater er ikke beskrevet i det medfølgende uddrag.

[This apstract has been generated with the help of AI directly from the project full text]