Author:

Herber, Florian
Supervisor:Prof. Gudrun Klinker
Advisor:Plecher, David (@ne23mux)
Submission Date:[created]

Abstract

In this thesis a new viewpoint on Serious Game balancing is developed by shedding light to the differentiation between learning and gaming domain. Since the skills of a player can differ significantly in the two domains, it is necessary to treat them individually. Different levels of starting experiences and different skill acquiring rates require dynamic solutions in order to make Serious Games applicable to a broad range of users. Serious Games have the possibility to enhance learning processes around the world. Especially but not only, in situations where formal teaching is not available due to time, money or locations constraints, they can become powerful tools. For them to become personalized learning environments dynamic difficulty adjustment based on the individual treatment of the learning and gaming domain are indispensable. To accomplish this a theoretical model for the Componentwise Serious Game Balance (CSGB) was conceptualized. Additionally, Componentwise Dynamic Difficulty Adjustment (CDDA), a dynamic difficulty adjustment based on this model, was developed to make it applicable to Serious Game design. The CDDA was then implemented in the already existing Serious Game HieroQuest, which is dedicated towards teaching the Middle Egyptian language. In the course of this, another game mode, which makes use of the dynamic properties to create the game world, was created. Possible affects on the learning success and player experience are investigated in a short- and long-term user study.

Results/Implementation/Project Description

Conclusion

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