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Research on User Focus of Hyper-Casual Games Based on Difficulty Adjustment Theory

  • Beijing Film Academy
  • Beijing Institute of Technology

Research output: Chapter in Book/Report/Conference proceedingConference contributionpeer-review

Abstract

To address the core contradiction between hyper-casual game users' fragmented gaming time and their demand for immersive experiences, this study proposes a dynamic difficulty adjustment theoretical framework. It aims to enhance user focus by real-time balancing players' abilities and game challenge intensity. Based on Flow Theory and Difficulty Adjustment Theory, this paper systematically analyzes contradictions in hyper-casual game design - such as low learning costs versus the demand for in-depth immersion, and instant feedback versus long-term stickiness goals - and constructs a dynamic difficulty adaptation system. Experiments show that the dynamic adjustment mechanism significantly improves user focus and short-term stickiness, while verifying the collaborative optimization effect of design principles on immersive experiences. The research results provide a dynamic adjustment paradigm with both theoretical depth and practical feasibility for hyper-casual game design, and open a new path for optimizing user experience under fragmented mobile gaming time.

Original languageEnglish
Title of host publicationICICT 2026 - Proceedings of 2026 the 9th International Conference on Information and Computer Technologies
PublisherAssociation for Computing Machinery, Inc
Pages30-36
Number of pages7
ISBN (Electronic)9798400722523
DOIs
Publication statusPublished - 13 Jun 2026
Event2026 9th International Conference on Information and Computer Technologies, ICICT 2026 - Honolulu, United States
Duration: 11 Mar 202613 Mar 2026

Publication series

NameICICT 2026 - Proceedings of 2026 the 9th International Conference on Information and Computer Technologies

Conference

Conference2026 9th International Conference on Information and Computer Technologies, ICICT 2026
Country/TerritoryUnited States
CityHonolulu
Period11/03/2613/03/26

Keywords

  • Dynamic Difficulty Adjustment
  • Hyper-Casual Games
  • Mobile Game Design
  • User Focus

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