Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers

Research Article

Dynamic Serious Games Balancing

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  • @INPROCEEDINGS{10.1007/978-3-319-29060-7_5,
        author={Carlos Vaz de Carvalho},
        title={Dynamic Serious Games Balancing},
        proceedings={Serious Games, Interaction, and Simulation. 5th International Conference, SGAMES 2015, Novedrate, Italy, September 16-18, 2015, Revised Selected Papers},
        proceedings_a={SGAMES},
        year={2016},
        month={3},
        keywords={Serious Games Dynamic game balancing},
        doi={10.1007/978-3-319-29060-7_5}
    }
    
  • Carlos Vaz de Carvalho
    Year: 2016
    Dynamic Serious Games Balancing
    SGAMES
    Springer
    DOI: 10.1007/978-3-319-29060-7_5
Carlos Vaz de Carvalho1,*
  • 1: GILT-ISEP
*Contact email: cmc@isep.ipp.pt

Abstract

The user’s interest in a game is difficult to be raised and even more difficult to be maintained. The game must be addictive and correspond to the users’ interest to make sure he/she doesn’t feel attracted to other competing games. Therefore specific, user-adapted mechanisms are necessary to keep their interest and motivation. Dynamic game balancing (DGB) is the process of changing game parameters in real-time, according to the users’ detected ability, in order to provide him/her with a tight fit challenge (neither too easy nor too difficult). A user model must be created for each player, based on data collected before and during game play focusing on interaction statistics and eventually on physiological signals. The use of identical mechanisms adjusted to the objectives of Serious Games implies changes to the design of the DGB methodology. This article presents the main theoretical aspects of this process.