Conference Papers Year : 2019

A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games

Juan Suaza
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  • PersonId : 1133210
Edwin Gamboa
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  • PersonId : 1133211
María Trujillo
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  • PersonId : 1133212

Abstract

Commonly, video games make a clear division on the difficulty offered (e.g. Easy, Medium, Hard), causing that players often do not experience what game designers intended. In this document, we propose a dynamic difficulty adjustment strategy for health point-based video games based on a heuristic evaluation performed at play time. This means that a video game may change its difficulty based on players’ performance while they play. To test our strategy, we implement a fighting video game and perform an evaluation with 10th

grade students from Institución Educativa Multipropósito. Based on our results, the students considered that the game is balanced, suggesting that this strategy is a viable choice to implement and test in other video games.

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hal-03652039 , version 1 (26-04-2022)

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Juan Suaza, Edwin Gamboa, María Trujillo. A Health Point-Based Dynamic Difficulty Adjustment Strategy for Video Games. 1st Joint International Conference on Entertainment Computing and Serious Games (ICEC-JCSG), Nov 2019, Arequipa, Peru. pp.436-440, ⟨10.1007/978-3-030-34644-7_42⟩. ⟨hal-03652039⟩
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