“Adaptable Game Experience through Procedural Content Generation and Brain Computer Interface” by Fernandez, Mikami and Kondo
Conference:
Type(s):
Entry Number: 36
Title:
- Adaptable Game Experience through Procedural Content Generation and Brain Computer Interface
Presenter(s)/Author(s):
Abstract:
For high skilled players, an easy game might become boring and for low skilled players, a difficult game might become frustrating. This research’s goal is to offer players a personalized experience adapted according to their performance and levels of attention. We created a simple side-scrolling 2D platform game using Procedural Content Generation, Dynamic Difficulty Adjustment techniques and brain computer data obtained from players in real time using an Electroencephalography device. We conducted a series of experiments with different players and got results that confirm that our method is adjusting each level according to performance and attention.
Keyword(s):
- Game design
- Level Design
- game development
- Platformer
- BCI
- EEG
- Procedural Content Generation
- Dynamic Difficulty Adjustment
- Player Experience
- Neurosky
- Playtesting
Additional Images:
![©Henry Fernandez, Koji Mikami, and Kunio Kondo](https://history.siggraph.org/wp-content/uploads/2022/10/2016-Poster-36-Fernandez_Adaptable-Game-Experience-Through-Procedural-Content-Generation-and-Brain-Computer-Interface-04.jpg)