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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.
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 ...
Fitness games contain elements that were developed in the virtual reality community during the 1980s. The pioneer in this area was Autodesk, which developed two systems, the HighCycle and Virtual Racquetball. The HighCycle was an exercise bike that a user would pedal through a virtual landscape. If the user pedaled fast enough, the virtual bike ...
Need to add more and detailed information and examples of DDA, such as Jenova Chen's thesis paper/game fl0w. Tyler 18:15, 11 May 2007 (UTC) []. In all honesty, I would oppose supporting Chen's example of representing dynamic difficulty - dynamic difficulty in my view should mean that the game automatically adjusts the difficulty - in fl0w the player chooses whether or not to 'dive deeper', so ...
Wii Fit [a] is a 2007 exergaming video game designed by Nintendo's Hiroshi Matsunaga [9] for the Wii home video game console, [10] featuring a variety of yoga, strength training, aerobics, and balance mini-games for use with the Wii Balance Board peripheral. Matsunaga described the game as a "way to help get families exercising together". [11]
Observing that traditional exercise bikes simply discarded the energy input of the cyclist as waste heat and sound, he conceived of a system to put the cyclist's energy to use as well as giving direct feedback of their performance. The Exertris system combined the addictive qualities of video games with the health benefits of exercise.
The objective of the game is to finish in third place or higher in a preliminary race to qualify for the Excitebike championship race. [4] The A button accelerates the bike, and the B button activates a turbo boost that enhances the bike's speed, but overheats the engine if it is used for too long, forcing an immobile cooldown period. [5]