=Paper=
{{Paper
|id=Vol-2563/aics_24
|storemode=property
|title=Impact of Different Levels of Difficulty on Immersion in Video Games
|pdfUrl=https://ceur-ws.org/Vol-2563/aics_24.pdf
|volume=Vol-2563
|authors=Jim Sigailov-Lanfranchi
|dblpUrl=https://dblp.org/rec/conf/aics/Sigailov-Lanfranchi19
}}
==Impact of Different Levels of Difficulty on Immersion in Video Games==
Impact of different levels of difficulty on immersion in
video games
Jim Sigailov-Lanfranchi
University College Dublin
jimsigailov@gmail.com
Abstract. Twelve participants played three levels of Tetris that varied by diffi-
culty and immersion was measured after each level with a survey. The levels
corresponded to the scenarios: [skill of the player > challenge; skill = challenge;
skill < challenge]. Flow levels of participants were measured as well. The ques-
tion asked was whether different difficulties would influence how immersed
players would be, hypothesizing that players would be more immersed when
cognitively overloaded than when facing a challenge adapted to their skill. Re-
sults showed no significant difference between the different conditions but
pointed towards less immersion when the players faced a challenge inferior to
their skill.
Keywords: Immersion, Difficulty, Challenge, Flow, Videogames, Tetris
1 Background
Video games playing is becoming one of the major hobbies across the planet, with
three-quarters of all Americans having at least one gamer in their household (ESA,
2019). Consequently, over the past decades, a substantive body of research on video
games has appeared and a growing number of research papers are dedicated to de-
scribing and analyzing the multi-faceted phenomenology of gaming. Two of these
facets that may variate the experience of the player are the difficulty of the game and
how immersed the player feels. As many video games propose several levels of diffi-
culty and many multiplayer ones propose matchmaking systems where the player
faces an opponent of similar skill, the question of how immersion evolves throughout
different levels is of interest not only to researchers but also to developers.
However, to my knowledge, there is currently very little literature on how different
levels of difficulty influence how immersed people are when gaming. This may be
due to how the concept of flow state is conceived amongst game researchers. Indeed,
flow seems often conceived as “the optimal experience” for gamers (e.g. Brockmyer
et al, 2009; Chen, 2007). Because flow, amongst other things, is characterized by a
feeling of loss of concern for the self in the real world during the activity, a deep in-
volvement with the task undertaken, and an altered sense of time (Cowley et al.,
2008), without further research, common sense would make you think that immersion
Copyright © 2019 for this paper by its authors. Use permitted under Creative Commons License
Attribution 4.0 International (CC BY 4.0).
2 Sigailov-Lanfranchi
is maximized (or at least very strong) during flow. Additionally, it is known that in
the context of video games, flow varies relatively to the balance of [skill of the play-
er/challenge presented by the game] as follows:
When difficulty is too low compared to the skill of the player, the game becomes
boring, and cannot be flow-inducing. When difficulty matches the skill of the player,
and the other conditions relative to the appearance of a flow state are met, the situa-
tion is supposed to be flow-inducing, and very immersive. Finally, when the challenge
is too high for the player, the situation becomes anxiogenic and the conditions are not
flow-inducing anymore.
Hence, we end up with a sort of bell-curve in which flow is maximized when [chal-
lenge=skill].
Fig. 1 The flow channel (from Keller & Bless, 2008)
At a first glance, it may seem that immersion would follow a similar pattern. Yet, let
us study this more precisely. When the game is boring, it makes sense to suppose the
game as not immersive, as the game is not very demanding, and the mind has cogni-
tive room to wander freely. However, we hypothesize that when facing an extreme
and anxiogenic challenge, the player would try to gather all attentional and cognitive
resources. Consequently, the player could be as immersed, or even more immersed,
than in the flow-inducing condition.
As aforementioned, previous literature on experimental manipulation of challenge
and its impact on immersion is limited. Qin et al. (2010) showed that players tended
to feel more immersed when the difficulty was changing up and down than when the
difficulty was changing down and up or simply increasing continuously. They also
showed that participants were more immersed when subject to a “medium” rate
change in difficulty rather than an excessively fast or slow one. However, their paper
studied dynamics of immersion throughout non-random changes of difficulty and
cannot be extrapolated to determine in absolute terms whether, say, an ‘easy’ difficul-
ty is more immersive than a ‘hard’ one.
Impact of different levels of difficulty on immersion in video games 3
Cox et al. (2012) also showed that increasing physical demand (by requiring the
participants to press more buttons) was not enough alone to increase immersion. Time
pressure, on the other hand, by adding both physical and cognitive challenge, success-
fully increased immersion. In other words, they showed that some form of challenge
can impact immersion.
In this context, it makes sense to ask: how do different levels of difficulty impact
immersion?
This paper starts with 3 hypotheses:
1. Immersion is at its lowest point when the challenge of the game is below the
skill of the player.
2. Immersion is high when the game presents a challenge that matches the skill
of the player. When this is the case, the player enters a state of flow.
3. Immersion is even higher when the game presents a challenge that exceeds the
skill of the player, as the player must gather all attentional and cognitive re-
sources to face the challenge. This, in turn, creates deep immersion.
I will try to answer the question asked using an experiment where players face
three different conditions that vary by difficulty, and measure immersion levels
reached during the experience. A measure of flow will be used as a proxy to deter-
mine whether the medium level correspond to an adaptive condition where the chal-
lenge matches the skill of the player.
Keller & Bless (2008) successfully used a paradigm where they controlled the dif-
ficulty of the video game Tetris to show that some individuals were more sensitive
than others to manipulation of the skill/challenge balance. Here, this paradigm is
adapted for our purposes.
2 Methods
2.1 Participants
Data was recorded from 12 adults (5 females, 7 males) primarily postgraduate stu-
dents, aged between 19 and 29 (mean=24.08, SD=2.39) years. All of the participants
owned a personal computer and all but one generally played video games at least once
a week. No reward was given for participation.
2.2 Design of the game
Three versions of Tetris were adapted from an open source code found online that
replicated the design of the version of Tetris originally published by Nintendo for
Game Boy in 1989. The goal of Tetris is to manipulate a random sequence of falling
pieces (called Tetrominos) and arrange them as to complete lines at the bottom of the
screen. The previously fallen pieces stack up at the bottom, and when a line is com-
4 Sigailov-Lanfranchi
plete, it disappears. The falling Tetrominos can be moved right and left and rotated by
90° in both directions using assigned keys (left, right and down directional arrows to
move, “Z” and “X” to rotate. The up directional arrow also allowed for a clockwise
rotation.). The upcoming Tetromino is shown on the right of the screen, as well as a
score, the current level, and the number of lines completed.
Speed increases correspond to level 1 to 20, that is, falling pieces moving every
{887,820,753,686,619,552,468,368,284,184,167,150,133,117,100,100,83,83,66,66,
50} milliseconds.
The Tetris music theme, originally played with the game, plays in the background.
Fig. 2 User interface and example of situation the player may encounter in the game
The three versions programmed tried to create a “boredom” condition
(skill>challenge), a “flow-inducing” or “adaptive” condition (skill=challenge), and
finally an “overload” condition (skill