Keywords
VR, flow-state, dynamic-difficulty, Design, UX
Technologies
Pimax, Unity, Miro, SPSS, Qualtrics
This project investigates the role of Dynamic Difficulty Adjustment (DDA) in facilitating flow state within virtual reality (VR) gaming. Flow, defined as a state of absorption and optimal performance, is closely linked to engagement, yet limited research explores the interaction between flow, VR, and DDA. This study examines whether adaptive difficulty supports flow and whether increased flow correlates with improved performance.
While flow has been widely studied in fields such as sport and education, its application in gaming remains underexplored. VR may enhance immersion and attention, but can also introduce cognitive overload and simulator sickness. DDA aims to maintain the challenge–skill balance central to flow theory, though its effectiveness remains debated.
A mixed-methods approach was used. Interviews and surveys informed UX design, followed by development of a VR game in Unity with an embedded DDA system that adjusts difficulty based on player performance. Data collection using validated questionnaires and in-game metrics is ongoing, with results to be presented at the open day.