Hero: A Role-playing game utilizing dynamic difficulty adjustment through player's performance and preference assessment / by John Dave C. Lopez, Denmark L. Mondejar, Patrick V. Pajarillaga and Carlo Adrian Parco.

By: Contributor(s): Material type: TextTextLanguage: English Publication details: Indang, Cavite : Cavite State University- Main Campus, 2019.Description: xv, 77 pages : illustrations ; 28 cmContent type:
  • text
Media type:
  • unmediated
Carrier type:
  • volume
Subject(s): DDC classification:
  • 519.5  H43 2019
Online resources: Production credits:
  • College of Engineering and Information Technology (CEIT), Department of Information Technology
Abstract: LOPEZ JOHN DAVE C., MONDEJAR DENMARK L., PAJARILLAGA PATRICK V. and PARCO CARLO ADRIAN. HERO: A ROLE-PLAYING GAME UTILIZING DYNAMIC DIFFICULTY ADJUSTMENT THROUGH PLAYER'S PERFORMANCE AND PREFERENCE ASSESSMENT. Undergraduate Thesis Bachelor of Science in Computer Science. Cavite State University, Indang, Cavite. June 2019. Adviser: Mr. Russel L. Villacarlos. HERO: A Role-Playing Game Utilizing Dynamic Difficulty Adjustment Through Player's Performance and Preference Assessment was developed to engage more players in playing video games using dynamic difficulty adjustment implemented in a role-playing game. The difficulty adjusts based on the calculated performance of the player through adjustments of the numerical values within a role-playing game This study was developed using iterative methodology with the basic implementation of Scrum's sprint. The role-playing game was developed in Unity 2018 as its game engine, and the arts and graphics are designed in Photoshop CC. The system was evaluated by a total of 110 respondents composed of 10 IT specialists and 100 respondents based on the experience, engagement, challenge, functionality, reliability, usability, efficiency, maintainability, portability, user-friendliness, and playability of the game. The overall evaluation results of the systems evaluation suggest that the system was functional, reliable, usable, efficient, maintainable, portable, user-friendly and playable to its intended users. The results of pretest and posttest also suggests that there is a statistical difference between playing without and with dynamic difficulty adjustment, and having better evaluation results during posttest than pretest which indicates that the game is better with dynamic difficulty adjustment.
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Theses / Manuscripts Theses / Manuscripts Ladislao N. Diwa Memorial Library Theses Section Non-fiction 519.5 H43 2019 (Browse shelf(Opens below)) Link to resource Room use only T-8603 00081033

Thesis (Bachelor of Science in Computer Science) Cavite State University.

Includes bibliographical references.

College of Engineering and Information Technology (CEIT), Department of Information Technology

LOPEZ JOHN DAVE C., MONDEJAR DENMARK L., PAJARILLAGA PATRICK V. and PARCO CARLO ADRIAN. HERO: A ROLE-PLAYING GAME UTILIZING DYNAMIC DIFFICULTY ADJUSTMENT THROUGH PLAYER'S PERFORMANCE AND PREFERENCE ASSESSMENT. Undergraduate Thesis Bachelor of Science in Computer Science. Cavite State University, Indang, Cavite. June 2019. Adviser: Mr. Russel L. Villacarlos.

HERO: A Role-Playing Game Utilizing Dynamic Difficulty Adjustment Through Player's Performance and Preference Assessment was developed to engage more players in playing video games using dynamic difficulty adjustment implemented in a role-playing game. The difficulty adjusts based on the calculated performance of the player through adjustments of the numerical values within a role-playing game This study was developed using iterative methodology with the basic implementation of Scrum's sprint. The role-playing game was developed in Unity 2018 as its game engine, and the arts and graphics are designed in Photoshop CC. The system was evaluated by a total of 110 respondents composed of 10 IT specialists and 100 respondents based on the experience, engagement, challenge, functionality, reliability, usability, efficiency, maintainability, portability, user-friendliness, and playability of the game.

The overall evaluation results of the systems evaluation suggest that the system was functional, reliable, usable, efficient, maintainable, portable, user-friendly and playable to its intended users. The results of pretest and posttest also suggests that there is a statistical difference between playing without and with dynamic difficulty adjustment, and having better evaluation results during posttest than pretest which indicates that the game is better with dynamic difficulty adjustment.

Submitted to the University Library 08/05/2019 T-8603

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