SIGGRAPH 2010 By Focus
Game Papers
PADS: Enhancing Gaming Experience Using Profile-Based Adaptive Difficulty System
This paper presents a novel methodology that uses a profile-based adaptive difficulty system (PBADS) to automatically adjust game difficulty throughout the game play. The approach creates a player profile based on the player’s gaming experience and objectives. Utilizing this profile and a performance-based algorithm, the PBADS customizes the game’s difficulty levels to accommodate each player. Experimental results demonstrate improvements in both perceived and actual game experience. With this approach, developers can create a personalized, user-centered environent that transforms traditional program-centered video games.
Design Patterns to Guide Player Movement in 3D Games
Today's video games increasingly situate play in imaginative 3D worlds. As a result, the industry has devoted much time and effort to level design, but very few researchers have addressed or investigated this subject. The process of level design or how designers push or pull players through levels within video games is not well documented.
This paper proposes a set of design patterns for level design. The patterns were developed based on interviews with game designers and analysis of game play, and validated via expert review and inter-rater agreement. These design patterns serve as a contribution to understanding and evaluating level design. The paper also proposes a timeline video annotation method that provides a very effective approach to analyzing game-play style, players' preferences, and level-design problems.
3PI Experiment: Immersion in Third-Person View
This paper describes and presents the results of the 3PI Experiment: an immersive interface for augmented-reality games based on a third-person view from a video camera. Since this type of interface has not been explored in games, a prototype involving interaction through navigation was developed and employed to assess the impact of the proposed interface on game-play experience. Evaluation combined various user-interface evaluation methods such as cognitive walkthroughs, automatic data collection, and questionnaires. Results show that the proposed interface caused no significant discomfort and was easy to learn, making it suitable for use in games.

