{"title":"An exploratory study of the relationship between objective game difficulty and subjective game difficulty","authors":"Zhixing Guo, Xiangshi Ren","doi":"10.1016/j.ijhcs.2025.103502","DOIUrl":null,"url":null,"abstract":"<div><div>Design issues related to game difficulty in video games have attracted much attention. Although existing studies suggest a discrepancy between subjective game difficulty (SGD) and objective game difficulty (OGD), research exploring this relationship and its impacts on players remains limited. This study investigates whether there is a mismatch between OGD and SGD and their impacts on player enjoyment, engagement, and self-efficacy. A research framework is proposed, accompanied by seven hypotheses for testing. We first determined six dimensions of SGD as a new measuring structure to develop the questionnaire. While OGD is measured by the failure rate, which is a universal method to quantify it. We experimented to validate whether SGDs match OGDs in different OGD conditions in the designed Match-3 game. The three factors of player enjoyment, engagement, and self-efficacy were also measured to assess how the two difficulties affected them. A semi-structured interview was adopted to provide further insight into the experimental results. We found that OGD and SGD only partially match each other and that SGD acts as a mediator between the effects of OGD on player enjoyment, engagement, and self-efficacy. Although preliminary, our findings contribute to a deeper understanding of game difficulty and offer insights for future game difficulty design and human–computer interaction (HCI) research.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"199 ","pages":"Article 103502"},"PeriodicalIF":5.1000,"publicationDate":"2025-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"International Journal of Human-Computer Studies","FirstCategoryId":"94","ListUrlMain":"https://www.sciencedirect.com/science/article/pii/S107158192500059X","RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMPUTER SCIENCE, CYBERNETICS","Score":null,"Total":0}
引用次数: 0
Abstract
Design issues related to game difficulty in video games have attracted much attention. Although existing studies suggest a discrepancy between subjective game difficulty (SGD) and objective game difficulty (OGD), research exploring this relationship and its impacts on players remains limited. This study investigates whether there is a mismatch between OGD and SGD and their impacts on player enjoyment, engagement, and self-efficacy. A research framework is proposed, accompanied by seven hypotheses for testing. We first determined six dimensions of SGD as a new measuring structure to develop the questionnaire. While OGD is measured by the failure rate, which is a universal method to quantify it. We experimented to validate whether SGDs match OGDs in different OGD conditions in the designed Match-3 game. The three factors of player enjoyment, engagement, and self-efficacy were also measured to assess how the two difficulties affected them. A semi-structured interview was adopted to provide further insight into the experimental results. We found that OGD and SGD only partially match each other and that SGD acts as a mediator between the effects of OGD on player enjoyment, engagement, and self-efficacy. Although preliminary, our findings contribute to a deeper understanding of game difficulty and offer insights for future game difficulty design and human–computer interaction (HCI) research.
期刊介绍:
The International Journal of Human-Computer Studies publishes original research over the whole spectrum of work relevant to the theory and practice of innovative interactive systems. The journal is inherently interdisciplinary, covering research in computing, artificial intelligence, psychology, linguistics, communication, design, engineering, and social organization, which is relevant to the design, analysis, evaluation and application of innovative interactive systems. Papers at the boundaries of these disciplines are especially welcome, as it is our view that interdisciplinary approaches are needed for producing theoretical insights in this complex area and for effective deployment of innovative technologies in concrete user communities.
Research areas relevant to the journal include, but are not limited to:
• Innovative interaction techniques
• Multimodal interaction
• Speech interaction
• Graphic interaction
• Natural language interaction
• Interaction in mobile and embedded systems
• Interface design and evaluation methodologies
• Design and evaluation of innovative interactive systems
• User interface prototyping and management systems
• Ubiquitous computing
• Wearable computers
• Pervasive computing
• Affective computing
• Empirical studies of user behaviour
• Empirical studies of programming and software engineering
• Computer supported cooperative work
• Computer mediated communication
• Virtual reality
• Mixed and augmented Reality
• Intelligent user interfaces
• Presence
...