1 free read left. Create a free account for unlimited reading + AI research.
Create free accountWhitepaperAssociation for Computing Machinery
Distilling the key insights…
This research aims to improve player engagement by developing a machine learning model capable of detecting and addressing cognitive and performative struggles in real-time. While traditional dynamic difficulty adjustment systems react to performance by altering game parameters, they often fail to teach the underlying skills required for progression. By distinguishing between cognitive challenges—such as understanding objectives or planning—and performative challenges—such as executing rapid or accurate actions—this project seeks to trigger personalized, quest-based tutorial interventions that provide targeted support rather than simply lowering the difficulty.
The methodology centers on the sandbox game Terraria, utilizing three custom-designed quests focused on movement, combat, and crafting mechanics. The study aims to recruit at least 30 participants to generate a comprehensive dataset. Data collection involves two primary streams: automated telemetry logs capturing in-game state and player actions, and qualitative annotations provided by participants who review their own gameplay footage to identify specific moments of struggle. This dual-source approach allows for the synchronization of quantitative game data with subjective player experiences, providing a holistic view of when and why players encounter difficulty.
The research employs a variety of classification algorithms, including logistic regression, support vector machines, and neural networks, to identify patterns indicative of specific struggle types. By engineering features that reflect both past and present gameplay actions, the model is designed for real-time applicability. Future phases of the project involve implementing these custom tutorials to validate their effectiveness in reducing frustration and improving skill mastery. Ultimately, this work provides a framework for game designers to create more inclusive and adaptive experiences that support players throughout their journey rather than focusing solely on initial onboarding.
Each row is a game or company this document names, each column a document, oldest first. A mark means that document names it. Select a row to see those documents.
Ludic Language Pedagogy · 2026