<?xml version="1.0" encoding="UTF-8"?><?xml-stylesheet type="text/xsl" href="static/style.xsl"?><OAI-PMH xmlns="http://www.openarchives.org/OAI/2.0/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.openarchives.org/OAI/2.0/ http://www.openarchives.org/OAI/2.0/OAI-PMH.xsd"><responseDate>2026-06-29T02:33:44Z</responseDate><request verb="GetRecord" identifier="oai:docta.ucm.es:20.500.14352/131030" metadataPrefix="qdc">https://docta.ucm.es/rest/oai/request</request><GetRecord><record><header><identifier>oai:docta.ucm.es:20.500.14352/131030</identifier><datestamp>2026-01-27T01:15:40Z</datestamp><setSpec>com_20.500.14352_14</setSpec><setSpec>col_20.500.14352_15</setSpec></header><metadata><qdc:qualifieddc xmlns:qdc="http://dspace.org/qualifieddc/" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:dcterms="http://purl.org/dc/terms/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:doc="http://www.lyncode.com/xoai" xsi:schemaLocation="http://purl.org/dc/elements/1.1/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dc.xsd http://purl.org/dc/terms/ http://dublincore.org/schemas/xmls/qdc/2006/01/06/dcterms.xsd http://dspace.org/qualifieddc/ http://www.ukoln.ac.uk/metadata/dcmi/xmlschema/qualifieddc.xsd">
   <dc:title>Measuring Control to Dynamically Induce Flow in Tetris</dc:title>
   <dc:creator>Lora Ariza Diana</dc:creator>
   <dc:creator>Sánchez Ruiz-Granados, Antonio Alejandro</dc:creator>
   <dc:creator>González Calero, Pedro Antonio</dc:creator>
   <dc:creator>Camps Ortueta Irene</dc:creator>
   <dcterms:abstract>Dynamic difficulty adjustment (DDA) is a set of techniques that aim to automatically adapt the difficulty of a video game based on the player’s performance. This article presents a methodology for DDA using ideas from the theory of flow and case-based reasoning (CBR). In essence, we are looking to generate game sessions with a similar difficulty evolution to previous game sessions that have produced flow in players with a similar skill level. We propose a CBR approach to dynamically assess the player’s skill level and adapt the difficulty of the game based on the relative complexity of the last game states. We develop a DDA system for Tetris using this methodology and show, in an experiment with 40 participants, that the DDA version has a measurable impact on the perceived flow using validated questionnaires.</dcterms:abstract>
   <dcterms:dateAccepted>2026-01-26T15:33:37Z</dcterms:dateAccepted>
   <dcterms:available>2026-01-26T15:33:37Z</dcterms:available>
   <dcterms:created>2026-01-26T15:33:37Z</dcterms:created>
   <dcterms:issued>2022-12-01</dcterms:issued>
   <dc:type>journal article</dc:type>
   <dc:identifier>https://hdl.handle.net/20.500.14352/131030</dc:identifier>
   <dc:identifier>XXXX-XXXX</dc:identifier>
   <dc:identifier>10.1109/TG.2022.3182901</dc:identifier>
   <dc:language>eng</dc:language>
   <dc:relation>Diana Sofía Lora Ariza, Antonio A. Sánchez-Ruiz, Pedro Antonio González-Calero, Irene Camps-Ortueta: Measuring Control to Dynamically Induce Flow in Tetris. IEEE Trans. Games 14(4): 579-588 (2022)</dc:relation>
   <dc:rights>open access</dc:rights>
   <dc:publisher>IEEE</dc:publisher>
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