enow.com Web Search

Search results

  1. Results from the WOW.Com Content Network
  2. Dynamic game difficulty balancing - Wikipedia

    en.wikipedia.org/wiki/Dynamic_game_difficulty...

    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).

  3. Game balance - Wikipedia

    en.wikipedia.org/wiki/Game_balance

    The ideal difficulty therefore depends on individual player and should put the player in a state of flow. [6] [4] Consequently, for the development, it can be useful or even necessary to focus on a certain target group. Difficulty should increase throughout the game since players get better and usually unlock more power.

  4. Glossary of video game terms - Wikipedia

    en.wikipedia.org/wiki/Glossary_of_video_game_terms

    idle animation An animation that occurs when the player character is not performing any actions. idle game A type of game where player progression happens without the player's input, and often even while the game is closed. See also clicker game. iframes. Also i-frames. See invincibility frames. in-app purchase (IAP)

  5. Challenge point framework - Wikipedia

    en.wikipedia.org/wiki/Challenge_Point_Framework

    However, the learning potential from this task difficulty level will differ based on the: skill level of the performer; task complexity; task environment; Importantly, though increases in task difficulty may increase learning potential, increased task difficulty is also expected to decrease performance.

  6. Difficulty curve - Wikipedia

    en.wikipedia.org/?title=Difficulty_curve&redirect=no

    From Wikipedia, the free encyclopedia. Redirect page

  7. Momentum (technical analysis) - Wikipedia

    en.wikipedia.org/wiki/Momentum_(technical_analysis)

    The momentum and ROC indicators show trend by remaining positive while an uptrend is sustained, or negative while a downtrend is sustained. A crossing up through zero may be used as a signal to buy, or a crossing down through zero as a signal to sell. How high (or how low when negative) the indicators get shows how strong the trend is.

  8. Item response theory - Wikipedia

    en.wikipedia.org/wiki/Item_response_theory

    In psychometrics, item response theory (IRT, also known as latent trait theory, strong true score theory, or modern mental test theory) is a paradigm for the design, analysis, and scoring of tests, questionnaires, and similar instruments measuring abilities, attitudes, or other variables.

  9. Learning curve - Wikipedia

    en.wikipedia.org/wiki/Learning_curve

    A learning curve is a graphical representation of the relationship between how proficient people are at a task and the amount of experience they have. Proficiency (measured on the vertical axis) usually increases with increased experience (the horizontal axis), that is to say, the more someone, groups, companies or industries perform a task, the better their performance at the task.