Towards a physiology based difficulty control system for serious games

M. Köles, Luca Szegletes, B. Forstner
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引用次数: 4

Abstract

Serious games can be most efficient if the users are motivated and engaged in the gameplay. Whereas improving core gameplay mechanics can probably yield good results, a dynamic difficulty controlling system might offer additional benefit to a well-designed game. Although performance is the easiest measure to base a control framework on, it is a combination of many different effects. Physiology channels, such as electroencephalography, electrocardiography and pupillometry can reveal the changes in invested mental effort levels and would serve as a more objective base for a difficulty controlling system. To test this assumption, we used Tetris because it is a well-known game and it is simple to manipulate difficulty. In the first half of the experiment, all participants played four pre-set difficulty levels and one customized. In the second part, we tried to elicit certain mental states (boredom, frustration, engagement and fatigue) that are important markers for a controlling system by manipulating difficulty in different patterns. We have found that only pupil diameter data corresponded with expected results. Possible causes and future directions are discussed.
针对严肃游戏的生理难度控制系统
如果玩家能够受到激励并沉浸于游戏玩法中,严肃游戏便能够发挥最大的作用。虽然改进核心玩法机制可能会产生好的结果,但动态难度控制系统可能会为设计良好的游戏带来额外的好处。尽管性能是基于控制框架的最简单度量,但它是许多不同效果的组合。生理通道,如脑电图、心电图和瞳孔测量可以揭示投入的精神努力水平的变化,为难度控制系统提供更客观的基础。为了验证这一假设,我们以《俄罗斯方块》为例,因为它是一款著名的游戏,而且很容易操纵难度。在实验的前半部分,所有参与者都玩了四个预先设定的难度等级和一个自定义的难度等级。在第二部分中,我们试图通过操纵不同模式的难度来引出某些心理状态(无聊、受挫、投入和疲劳),这些都是控制系统的重要标志。我们发现只有瞳孔直径数据符合预期结果。讨论了可能的原因和未来的发展方向。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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