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Adaptable Game Experience Based on Player’s Performance and EEG - Coggle…
Adaptable Game Experience Based on Player’s Performance and EEG
Author: Henry D. Fernandez B, Mikami Koji, Kunio Kondo, 2012
Aim
To create new and better ways to offer players with different skills, an appropriate experience
Experiments
Player and Environment
High performance player. A level created for a high performance player, more challenges, more difficult to clear.
25 participants asked to complete 5 levels and wear biosensor to record brain activity and adapt the experience
Result
when challenge increasing, players perform better with a higher difficulty.
Advantage
level design matching different types of player’s skills and status, not only experienced players but also unexperienced players, people with different characteristics
Disadvantage
not envision this method for commercial use
Limitation
some issues with the biosensor when performing the experiments
after players wear the device for a while, it becomes uncomfortable
Sometimes the connection between the device and the computer (bluetooth) was not strong enough to establish a successful connection.
For some players the device just didn’t fit well
Method
Dynamic Difficulty Adjustment (DDA)
suitable for different genres of the game
board game
multiplayer digital game
racing game
platform game
the process of changing game elements automatically in real-time, based on the players performance
in order to adapt the game to each player and avoid frustrations or boredom
Rhythm-Group Theory
type of technique for automatic level creation is what player feels with their hands
to create levels with a sense of rhythm, level that are playable, natural feeling for players
Rhythm Generation
Rhythm Type
regular type of rhythm: random or wing
Rhythm Density
number of action in a rhythm
the better result, the better density
min value 5 actions, max 50 actions
Action Type
action jump: low, medium, high
Rhythm Length
gameplay length follow level length
min 5 sec, max 30 sec
Geometry Generation
This system takes the rhythm created by the Rhythm Generation System and creates a physical level, assigning geometries for each action
simplified the elements in platformers, no special items or moving enemies
gap, player fall through gap and dies
spike, player dies when touching the spike
Brain Computer Interface
used a biosensor called Neurosky Mindwave Mobile to capture the EEG data from the player
include a technology called ThinkGear which makes it is possible to have an interface with users’ brainwaves and the computer
Problem
consequence of an unbalanced game design
diffificulty to make it appropriately challenging for players
there will be always be a player more skilful than the average and one less skilful than the average