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Mesure de la difficulté des jeux vidéo

Abstract : The goal of this thesis is to propose a general and measurable definition of the difficulty in video games. The current approach, widely adopted, is mainly heuristic, and depends on each game’s context. We propose a generic way to analyse a gameplay, taking into account the player’s apprenticeship, which allows to statistically evaluate the gameplay’s difficulty. The thesis first explores the links between difficulty, game design and the player’s enjoyment. Then, we study different types of difficulties, sensory, logical and motor. After a few experiments on automatic gameplay analysis, we detail our measurement model, base on the splitting of gameplay into challenges and capacities. We present the developed software, and report an experiment that we ran to test the feasibility and accuracy of our measuring technique.
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Submitted on : Friday, July 29, 2011 - 4:03:22 PM
Last modification on : Friday, May 13, 2022 - 3:29:44 AM
Long-term archiving on: : Sunday, October 30, 2011 - 2:22:50 AM


Version validated by the jury (STAR)


  • HAL Id : tel-00612657, version 1



Guillaume Levieux. Mesure de la difficulté des jeux vidéo. Interface homme-machine [cs.HC]. Conservatoire national des arts et metiers - CNAM, 2011. Français. ⟨NNT : 2011CNAM0761⟩. ⟨tel-00612657⟩



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