Reducing Objective Difficulty Without Influencing Subjective Difficulty in a Video Game

Author:

Sakaue Shunta1ORCID,Kimura Taiju2ORCID,NISHINO Hiroki1ORCID

Affiliation:

1. School of Informatics, Kochi University of Technology, Japan

2. School of Informatics, Kochi University of Technology, ??

Publisher

ACM

Reference12 articles.

1. Flow in games (and everything else)

2. Thomas Constant , Guillaume Levieux , Axel Buendia , and Stéphane Natkin . 2017. From objective to subjective difficulty evaluation in video games . In Human-Computer Interaction-INTERACT 2017: 16th IFIP TC 13 International Conference , Mumbai, India, September 25-29, 2017 , Proceedings, Part II 16. Springer , 107–127. Thomas Constant, Guillaume Levieux, Axel Buendia, and Stéphane Natkin. 2017. From objective to subjective difficulty evaluation in video games. In Human-Computer Interaction-INTERACT 2017: 16th IFIP TC 13 International Conference, Mumbai, India, September 25-29, 2017, Proceedings, Part II 16. Springer, 107–127.

3. Mihaly Csikszentmihalyi. 2000. Beyond boredom and anxiety.Jossey-bass. Mihaly Csikszentmihalyi. 2000. Beyond boredom and anxiety.Jossey-bass.

4. Mihaly Csikszentmihalyi and Isabella Selega Csikszentmihalyi . 1992. Optimal experience: Psychological studies of flow in consciousness . Cambridge university press . Mihaly Csikszentmihalyi and Isabella Selega Csikszentmihalyi. 1992. Optimal experience: Psychological studies of flow in consciousness. Cambridge university press.

5. Celia Hodent . 2017. The Gamer’s Brain: How neuroscience and UX can impact video game design . Crc Press . Celia Hodent. 2017. The Gamer’s Brain: How neuroscience and UX can impact video game design. Crc Press.

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