TY - GEN
T1 - Research on User Focus of Hyper-Casual Games Based on Difficulty Adjustment Theory
AU - Yang, Zichu
AU - Yin, Jialong
AU - Pan, Yue
AU - Sun, Bowen
N1 - Publisher Copyright:
© 2026 Copyright held by the owner/author(s).
PY - 2026/6/13
Y1 - 2026/6/13
N2 - 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.
AB - 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.
KW - Dynamic Difficulty Adjustment
KW - Hyper-Casual Games
KW - Mobile Game Design
KW - User Focus
UR - https://www.scopus.com/pages/publications/105042611839
U2 - 10.1145/3803291.3803306
DO - 10.1145/3803291.3803306
M3 - Conference contribution
AN - SCOPUS:105042611839
T3 - ICICT 2026 - Proceedings of 2026 the 9th International Conference on Information and Computer Technologies
SP - 30
EP - 36
BT - ICICT 2026 - Proceedings of 2026 the 9th International Conference on Information and Computer Technologies
PB - Association for Computing Machinery, Inc
T2 - 2026 9th International Conference on Information and Computer Technologies, ICICT 2026
Y2 - 11 March 2026 through 13 March 2026
ER -