Search results
Results from the WOW.Com Content Network
Dynamic game difficulty balancing (DGDB), also known as dynamic difficulty adjustment (DDA), adaptive difficulty or dynamic game balancing (DGB), is the process of automatically changing parameters, scenarios, and behaviors in a video game in real-time, based on the player's ability, in order to avoid making the player bored (if the game is too easy) or frustrated (if it is too hard).
Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.
Fitness games came to the mass media attention at the Consumer Electronics Show when Bill Gates showcased the Exertris Interactive Gaming Bike in 2003, and the following year the same show hosted a pavilion dedicated to video game technology that also worked as sports and exercise equipment.
My Fitness Coach 2: Exercise and Nutrition [60] Ubisoft: Ubisoft: January 5, 2010 — — My Personal Golf Trainer [61] Data Design Interactive XS Games: September 30, 2010: May 28, 2011 — NewU Fitness First Mind Body, Yoga & Pilates Workout [62] Lightning Fish Black Bean Games — March 19, 2010 — NewU Fitness First Personal Trainer [63 ...
Pages for logged out editors learn more. Contributions; Talk; Contents move to sidebar hide (Top) ... Talk: Dynamic game difficulty balancing. Add languages ...
Fantasy (Game as make-believe): Imaginary world. Narrative (Game as drama): A story that drives the player to keep coming back; Challenge (Game as obstacle course): Urge to master something. Boosts a game's replayability. Fellowship (Game as social framework): A community where the player is an active part of it. Almost exclusive for ...
All articles about user control in computer and video games; for example, control hardware or keyboard preferences. Subcategories This category has only the following subcategory.
Physics engines are used throughout the video game and movie industry, but not all physics engines are alike. They are generally broken into real-time and the high precision, but these are not the only options. Most real-time physics engines are inaccurate and yield only the barest approximation of the real world, whereas most high-precision ...