A Hybrid Difficulty Balancing Method on “Casual” Mobile Game
Independent thesis Advanced level (degree of Master (Two Years)), 20 credits / 30 HE creditsStudent thesis
A new hybrid Video Game Difficulty Balancing method which stands in between the two traditional methods (Static and Dynamic) has been suggested in this project aiming to discreetly estimate the player’s difficulty preference and make the respective in-game adjustment. This method has been based on the hypothesis that the user’s difficulty preferences can be to some extent predicted by some of their in-game actions. A casual mobile game containing a User Testing part has been developed for this purpose and played by 56 participants. The extracted results offer some insights on various gamers’ demographic groups behaviors and some indications that the intended prediction is feasible.
Place, publisher, year, edition, pages
2015. , 14 p.
Video Games Difficulty Balancing, Games Difficulty Adjustment, Game Development, Casual Mobile Games, HCI
Engineering and Technology
IdentifiersURN: urn:nbn:se:kth:diva-173953OAI: oai:DiVA.org:kth-173953DiVA: diva2:856523
Master of Science - Human-Computer Interaction