Latest
issue
Get Attractions Management digital magazine FREE
Sign up here ▸
Jobs   News   Features   Products   Company profilesProfiles   Magazine   Handbook   Advertise    Subscribe  
Tech
Emotional reward

Scientists have developed a video game that adjusts difficulty based on player emotions, with applications for visitor attractions, as Tom Walker reports


Korean scientists have developed a dynamic way of adjusting the difficulty of video games – by estimating the players’ emotions based on in-game data. The new technology has important applications for the visitor attractions sector.

A team at the Gwangju Institute of Science and Technology (GIST) have created a model in which the difficulty level is tweaked to maximise player satisfaction.

Until now, most developers have relied on dynamic difficulty adjustment (DDA) to crack the tough nut of appropriately balancing a videogame’s difficulty – something deemed essential to provide players with a pleasant experience.

Using DDA, the difficulty of a game adjusts in real-time according to player performance. If a player’s performance exceeds the developer’s expectations for a given difficulty level, the game’s DDA agent automatically raises the difficulty to increase the challenge presented to the player.

While DDA is useful, it’s limited, as the level of difficulty is adjusted simply on player performance – not on how much fun they are having.

Therefore, the team at GIST decided to put a twist on the DDA approach.

A different focus
Instead of focusing on the player’s performance, they developed DDA agents that adjusted the game’s difficulty to maximise one of four different aspects related to a player’s satisfaction: challenge, competence, flow, and valence (positivity or negativity).

The DDA agents were trained via machine learning using data gathered from actual human players, who played a fighting game against various artificial intelligence (AI) systems and then answered a questionnaire about their experience.

Using an algorithm called Monte-Carlo tree search, each DDA agent employed actual game data and simulated data to tune the opposing AI’s fighting style in a way that maximised a specific emotion, or ‘affective state.’

The team verified – through an experiment with 20 volunteers – that the proposed DDA agents could produce AIs that improved the players’ overall experience, no matter their preference.

This marks the first time that affective states have been incorporated directly into DDA agents, which could be useful for commercial games.

Major impact
The new technique to adjust difficulty levels could have a major impact on tech-based entertainment and simulation-type rides at visitor attractions.

It also has potential for other fields that can be ‘gamified’ – including physical activity and exercise.

Professor Kyung-Joong Kim, who led the study at GIST, said: “One advantage of our approach over other emotion-centred methods is that it doesn’t rely on external sensors, such as electroencephalography.

“Once trained, our model can estimate player states using in-game features only.

“Commercial game companies already have huge amounts of player data. They can exploit these data to model the players and solve various issues related to game balancing using our approach,” he said.

Read more from this issue of Attractions Management magazine

View contents of Attractions Management 2022 issue 4
  • Editor's letter: Creating change
    Museums and attractions must harness their potential to create real change, says Magali Robathan
  • Letters: Write to reply
    Gordon Hartman, dad and founder of Morgan’s Wonderland on inclusion-centric thinking and action and Merlin Entertainments' Fiona Eastwood on inclusion and diversity...
  • People: Es Devlin
    Known for her large scale public art installations, the designer and stage director has been awarded a CBE
  • People: James Cretney
    Marwell’s CEO on conservation, communities and harnessing zoo poo
  • People: Evert Poor
    On what the Canadian Prime Minister’s visit meant for the Indigenous Peoples Experience
  • Interview: Ramona Bass
    Half way thought a $130m masterplan and with conservation projects in 30 countries, Fort Worth Zoo is thinking big, its co-chair tells Magali Robathan
  • Research: Tough times
    The cost of living crisis is already seeing the public cut its leisure spend, but these steps will help attractions keep visitors coming, says Jon Young
  • Innovation: Ars Electronica
    Linz in Austria has reinvented itself as a city of innovation, with the future facing Ars Electronica Center at its heart
  • Tech: Emotional reward
    Scientists have found a way to tweak video game difficulty according to player emotion, and it has huge potential for visitor attractions
  • Profile: Margaret Kerrison
    The former Disney Imagineer is determined to share what she’s learned about creating absorbing worlds for visitors
  • Preview: Bird Paradise
    Singapore is bringing its nature attractions together to help drive conservation and improve the visitor experience
  • Interview: Graham MacVoy
    How the team behind Boomtown Festival harnessed their brand of creativity to build a unique permanent attraction
  • Scientific research: Under the sea
    A new Red Sea scientific research centre and marine life attraction will offer visitors AR experiences, underwater walks, submarine dives and more
  • Tech: Getting personal
    These operators are getting clever with technology, using digital companions to personalise the guest experience, creating opportunities for deeper connections
COMPANY PROFILES
instantprint

We’re a Yorkshire-based online printer, founded in 2009 by Adam Carnell and James Kinsella. [more...]
Painting With Light

By combining lighting, video, scenic and architectural elements, sound and special effects we tell s [more...]
RMA Ltd

RMA Ltd is a one-stop global company that can design, build and produce from a greenfield site upw [more...]
IAAPA EMEA

IAAPA Expo Europe was established in 2006 and has grown to the largest international conference and [more...]
+ More profiles  
CATALOGUE GALLERY
 

+ More catalogues  
DIRECTORY
+ More directory  
DIARY

 

23-26 Aug 2026

Elevate Spa Riviera Maya Edition

The Riviera Maya Edition Kanai, Playa del Carmen, Mexico
29 Sep - 02 Oct 2026

Synergy - The Retreat Show

Pical Resort, Valamar Collection, Porec, Croatia
+ More diary  
LATEST ISSUES
+ View Magazine Archive

Attractions Management

2026 issue 1


View issue contents
View on turning pages
Download PDF
FREE digital subscription
Print subscription

Attractions Management

2025 issue 2


View issue contents
View on turning pages
Download PDF
FREE digital subscription
Print subscription

Attractions Management

2025 issue 1


View issue contents
View on turning pages
Download PDF
FREE digital subscription
Print subscription

Attractions Management

2024 issue 4


View issue contents
View on turning pages
Download PDF
FREE digital subscription
Print subscription

Attractions Management News

06 Apr 2020 issue 153


View on turning pages
Download PDF
View archive
FREE digital subscription
Print subscription

Attractions Handbook

2019


View issue contents
View on turning pages
Download PDF
FREE digital subscription
Print subscription
 
ABOUT LEISURE MEDIA
LEISURE MEDIA MAGAZINES
LEISURE MEDIA HANDBOOKS
LEISURE MEDIA WEBSITES
LEISURE MEDIA PRODUCT SEARCH
 
ATTRACTIONS MANAGEMENT
ATTRACTIONS MANAGEMENT NEWS
ATTRACTIONS HANDBOOK
PRINT SUBSCRIPTIONS
FREE DIGITAL SUBSCRIPTIONS
ADVERTISE . CONTACT US

Leisure Media
Tel: +44 (0)1462 431385

©Cybertrek 2026
Get Attractions Management digital magazine FREE
Sign up here ▸
Jobs    News   Products   Magazine   Subscribe
Tech
Emotional reward

Scientists have developed a video game that adjusts difficulty based on player emotions, with applications for visitor attractions, as Tom Walker reports


Korean scientists have developed a dynamic way of adjusting the difficulty of video games – by estimating the players’ emotions based on in-game data. The new technology has important applications for the visitor attractions sector.

A team at the Gwangju Institute of Science and Technology (GIST) have created a model in which the difficulty level is tweaked to maximise player satisfaction.

Until now, most developers have relied on dynamic difficulty adjustment (DDA) to crack the tough nut of appropriately balancing a videogame’s difficulty – something deemed essential to provide players with a pleasant experience.

Using DDA, the difficulty of a game adjusts in real-time according to player performance. If a player’s performance exceeds the developer’s expectations for a given difficulty level, the game’s DDA agent automatically raises the difficulty to increase the challenge presented to the player.

While DDA is useful, it’s limited, as the level of difficulty is adjusted simply on player performance – not on how much fun they are having.

Therefore, the team at GIST decided to put a twist on the DDA approach.

A different focus
Instead of focusing on the player’s performance, they developed DDA agents that adjusted the game’s difficulty to maximise one of four different aspects related to a player’s satisfaction: challenge, competence, flow, and valence (positivity or negativity).

The DDA agents were trained via machine learning using data gathered from actual human players, who played a fighting game against various artificial intelligence (AI) systems and then answered a questionnaire about their experience.

Using an algorithm called Monte-Carlo tree search, each DDA agent employed actual game data and simulated data to tune the opposing AI’s fighting style in a way that maximised a specific emotion, or ‘affective state.’

The team verified – through an experiment with 20 volunteers – that the proposed DDA agents could produce AIs that improved the players’ overall experience, no matter their preference.

This marks the first time that affective states have been incorporated directly into DDA agents, which could be useful for commercial games.

Major impact
The new technique to adjust difficulty levels could have a major impact on tech-based entertainment and simulation-type rides at visitor attractions.

It also has potential for other fields that can be ‘gamified’ – including physical activity and exercise.

Professor Kyung-Joong Kim, who led the study at GIST, said: “One advantage of our approach over other emotion-centred methods is that it doesn’t rely on external sensors, such as electroencephalography.

“Once trained, our model can estimate player states using in-game features only.

“Commercial game companies already have huge amounts of player data. They can exploit these data to model the players and solve various issues related to game balancing using our approach,” he said.

Read more from this issue of Attractions Management magazine

View contents of Attractions Management 2022 issue 4
  • Editor's letter: Creating change
    Museums and attractions must harness their potential to create real change, says Magali Robathan
  • Letters: Write to reply
    Gordon Hartman, dad and founder of Morgan’s Wonderland on inclusion-centric thinking and action and Merlin Entertainments' Fiona Eastwood on inclusion and diversity...
  • People: Es Devlin
    Known for her large scale public art installations, the designer and stage director has been awarded a CBE
  • People: James Cretney
    Marwell’s CEO on conservation, communities and harnessing zoo poo
  • People: Evert Poor
    On what the Canadian Prime Minister’s visit meant for the Indigenous Peoples Experience
  • Interview: Ramona Bass
    Half way thought a $130m masterplan and with conservation projects in 30 countries, Fort Worth Zoo is thinking big, its co-chair tells Magali Robathan
  • Research: Tough times
    The cost of living crisis is already seeing the public cut its leisure spend, but these steps will help attractions keep visitors coming, says Jon Young
  • Innovation: Ars Electronica
    Linz in Austria has reinvented itself as a city of innovation, with the future facing Ars Electronica Center at its heart
  • Tech: Emotional reward
    Scientists have found a way to tweak video game difficulty according to player emotion, and it has huge potential for visitor attractions
  • Profile: Margaret Kerrison
    The former Disney Imagineer is determined to share what she’s learned about creating absorbing worlds for visitors
  • Preview: Bird Paradise
    Singapore is bringing its nature attractions together to help drive conservation and improve the visitor experience
  • Interview: Graham MacVoy
    How the team behind Boomtown Festival harnessed their brand of creativity to build a unique permanent attraction
  • Scientific research: Under the sea
    A new Red Sea scientific research centre and marine life attraction will offer visitors AR experiences, underwater walks, submarine dives and more
  • Tech: Getting personal
    These operators are getting clever with technology, using digital companions to personalise the guest experience, creating opportunities for deeper connections
LATEST NEWS
Expo 2030 Riyadh will create a permanent global destination
Expo 2030 Riyadh is being planned as a permanent visitor destination, with organisers confirming the six-million-square-metre site will become a Global Village after the event closes.
Australian waterpark acquisition creates new leisure attractions group
The owner of one of Australia's best-known waterparks has acquired a major competitor, creating a new attractions business spanning two of the country's largest visitor destinations.
London Museum reveals 2026 opening date for new Smithfield home
The London Museum’s new site will open in Smithfield, East London, on 28 November 2026.
Toverland unveils €98m expansion plan as park prepares to launch resort development
The Toverland theme park in the Netherlands has announced a €98m expansion programme that will add a resort, new attractions and staff facilities as it pursues plans to become a multi- day destination.
Butterfly sanctuary to host hot yoga during retreat at Jersey Zoo for Hotel de France
Hotel de France, located on the British Isle of Jersey, has created a wellness retreat package that includes a hot yoga session that will take place in Jersey Zoo’s butterfly sanctuary.
Warner Bros Discovery collaborates on upcoming Pompeii attraction
A new immersive attraction designed to transport visitors into the final hours of ancient Pompeii is preparing to open near the world-famous archaeological site in southern Italy.
Bob Rogers hands BRC to long-serving leadership team
Experience design company, BRC Imagination Arts, has completed a transition that sees founder Bob Rogers pass ownership of the business to four long-serving senior executives, while remaining actively involved with the company.
Rainer Maelzer joins Therme Group as chief entertainment officer
Rainer Maelzer, an experiential entertainment innovator, has been appointed chief entertainment officer by Therme Group.
Movie Park Germany reveals new Paramount attraction as part of its 30th anniversary celebrations
Movie Park Germany has opened a new Paramount Pictures-themed attraction as part of its 30th anniversary celebrations, using immersive storytelling and adaptive reuse to reinforce the park’s longstanding “Hollywood in Germany” positioning.
Therme Manchester reveals 90:90 strategy – 90 per cent of the UK population within a 90-minute drive of a Therme
Therme Manchester’s 28-acre development, which will include interconnected glass pavilions that measure 65,000sq m, will be the largest bathing and wellbeing attraction in the world once complete, according to prof David Russell, CEO of Therme UK. 
Efteling expands family offer with new Hooghmoed drop tower
Efteling has opened Hooghmoed, a new family drop tower designed to broaden the appeal of its recently launched Sirene Island themed area and introduce younger visitors to thrill attractions.
Universal and Puy du Fou projects point to rise of Oxford–Cambridge corridor
A proposed Puy du Fou development near Bicester and Universal Destinations and Experiences’ planned resort in Bedford are emerging as part of a wider transformation of the Oxford– Cambridge Growth Corridor into a major centre for UK leisure and tourism inv
+ More news   
 
COMPANY PROFILES
instantprint

We’re a Yorkshire-based online printer, founded in 2009 by Adam Carnell and James Kinsella. [more...]
Painting With Light

By combining lighting, video, scenic and architectural elements, sound and special effects we tell s [more...]
RMA Ltd

RMA Ltd is a one-stop global company that can design, build and produce from a greenfield site upw [more...]
IAAPA EMEA

IAAPA Expo Europe was established in 2006 and has grown to the largest international conference and [more...]
+ More profiles  
CATALOGUE GALLERY
+ More catalogues  
DIRECTORY
+ More directory  
DIARY

 

23-26 Aug 2026

Elevate Spa Riviera Maya Edition

The Riviera Maya Edition Kanai, Playa del Carmen, Mexico
29 Sep - 02 Oct 2026

Synergy - The Retreat Show

Pical Resort, Valamar Collection, Porec, Croatia
+ More diary  
 


ADVERTISE . CONTACT US

Leisure Media
Tel: +44 (0)1462 431385

©Cybertrek 2026

ABOUT LEISURE MEDIA
LEISURE MEDIA MAGAZINES
LEISURE MEDIA HANDBOOKS
LEISURE MEDIA WEBSITES
LEISURE MEDIA PRODUCT SEARCH
ATTRACTIONS MANAGEMENT NEWS
ATTRACTIONS HANDBOOK
PRINT SUBSCRIPTIONS
FREE DIGITAL SUBSCRIPTIONS