Related Experiment Video
Updated: Aug 11, 2025

Combining Computer Game-Based Behavioural Experiments With High-Density EEG and Infrared Gaze Tracking
Published on: December 16, 2010
Difficulty-skill balance does not affect engagement and enjoyment: a pre-registered study using artificial
Joe Cutting1, Sebastian Deterding2, Simon Demediuk1
1Digital Creativity Labs, University of York, York YO10 5DD, UK.
Abstract:
How does the difficulty of a task affect people's enjoyment and engagement? Intrinsic motivation and flow theories posit a 'goldilocks' optimum where task difficulty matches performer skill, yet current work is confounded by questionable measurement practices and lacks scalable methods to manipulate objective difficulty-skill ratios. We developed a two-player tactical game test suite with an artificial intelligence (AI)-controlled opponent that uses a variant of the Monte Carlo Tree Search algorithm to precisely manipulate difficulty-skill ratios. A pre-registered study (n = 311) showed that our AI produced targeted difficulty-skill ratios without participants noticing the manipulation, yet different ratios had no significant impact on enjoyment or engagement. This indicates that difficulty-skill balance does not always affect engagement and enjoyment, but that games with AI-controlled difficulty provide a useful paradigm for rigorous future work on this issue.

