Skip to Main content Skip to Navigation

L'attention comme vecteur d'ajustement de la difficulté dans les jeux vidéo

Abstract : In this thesis, we study attention evaluation methods and their application to the management of difficulty within the context of video games. The consideration of attentional processes plays an important role in the development of human-computer interfaces. The disruption of these attentional processes can be used symmetrically as a variable for adjusting game difficulty. Our first approach was to measure user reaction time, which we did in the context of a serious game. By analyzing the trajectories of a mouse cursor controlled by the player, our approach allows us to detect abnormal reaction time values. This led us to consider how the amount of information displayed on screen could alter player performance. Our second approach, therefore, was to measure the effects produced by variations in the field of view of the virtual camera in a 3D first-person game. Finally, we studied how the distribution of user attention across multiple devices for the execution of a simple task could affect performance relative to the use of a single device. This study showed that the use of two devices in parallel causes a significant increase in difficulty.
Complete list of metadatas

Cited literature [1 references]  Display  Hide  Download
Contributor : Abes Star :  Contact
Submitted on : Friday, September 2, 2016 - 5:53:08 PM
Last modification on : Saturday, December 21, 2019 - 3:42:04 AM
Long-term archiving on: : Sunday, December 4, 2016 - 2:28:46 PM


Version validated by the jury (STAR)


  • HAL Id : tel-01359625, version 1



Zahen Malla Osman. L'attention comme vecteur d'ajustement de la difficulté dans les jeux vidéo. Interface homme-machine [cs.HC]. Conservatoire national des arts et metiers - CNAM, 2015. Français. ⟨NNT : 2015CNAM1031⟩. ⟨tel-01359625⟩



Record views


Files downloads