{"title":"Towards a physiology based difficulty control system for serious games","authors":"M. Köles, Luca Szegletes, B. Forstner","doi":"10.1109/COGINFOCOM.2015.7390612","DOIUrl":null,"url":null,"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.","PeriodicalId":377891,"journal":{"name":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","volume":"32 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2015-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2015 6th IEEE International Conference on Cognitive Infocommunications (CogInfoCom)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/COGINFOCOM.2015.7390612","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
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.