Flow in Games

 

Abstract

 

This thesis provides a unique game design methodology to realize player-centric Dynamic Difficulty Adjustment (DDA) in video games, which creates optimized video game experiences for different types of players.

Rather than offering player a passive DDA experience by analyzing incomplete in-game data, this thesis uses Mihaly Csikszentmihalyi’s Flow theory and provides players with subconscious choices to help them actively customize their optimal video game experiences. It treats active DDA as a new parameter for analyzing video games and seeks to address why certain video games had a wider appeal than others.