Dynamic game balancing by recognizing affect

T.J.W. Tijs, D. Brokken, W.A. IJsselsteijn

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

33 Citations (Scopus)

Abstract

Dynamic game balancing concerns changing parameters in a game to avoid undesired player emotions, such as boredom and frustration. This is e.g. done by adjusting the game’s difficulty level to the (increasing) skill level of the player during the game. Currently, most balancing techniques are based on in-game performance, such as the player’s position in a race. This is, however, insufficient since different types of players exist, with different goals, preferences and emotional responses. Therefore, to deal effectively with a player’s emotions, a game needs to look beyond the player’s performance. This paper provides an overview of two groups of potentially useful sources for dynamic game balancing: Overt behavior and physiological responses. In addition, we present EMO-Pacman, a design case that aims to implement these new balancing techniques into the game Pac-Man.
Original languageEnglish
Title of host publicationFun and games 2008 : second international conference ; proceedings ; Eindhoven, the Netherlands, October 21-21, 2008
EditorsP. Markopoulos, B. Ruyter, de
Place of PublicationBerlin
PublisherSpringer
Pages88-93
ISBN (Print)978-3-540-88322-7
DOIs
Publication statusPublished - 2009
Event2nd International Conference on Fun and Games - Eindhoven, Netherlands
Duration: 20 Oct 200821 Oct 2008

Publication series

NameLecture Notes in Computer Science
Volume5294
ISSN (Print)0302-9743

Conference

Conference2nd International Conference on Fun and Games
Country/TerritoryNetherlands
CityEindhoven
Period20/10/0821/10/08

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