Dynamic Difficulty Adjustment in Serious Games: A Literature Review
Abstract
1. Introduction
- RQ1: What research trends can be identified in the current research on DDA in SGs with regard to the publication year, publishing sources, and SG application areas?
- RQ2: What DDA approaches have been implemented and evaluated in SGs, and how effective were they in terms of improving the game experience?
- RQ3: What limitations and research gaps can be identified in the current state of research on DDA in SGs that warrant further investigation and research in the future?
2. Materials and Methods
2.1. Identifying Relevant Literature
- The provided paper and its title must be written in English.
- Literature reviews or other types of aggregations of different pieces of literature focusing on various use cases were excluded.
- The publication must discuss the use of DDA in SGs in particular. Literature discussing DDA in entertainment games was excluded.
- Authors have to explicitly refer to the presented game as a “serious game” or use other similar terms, e.g., “educational game” or “exergame”. The same applies to the term “DDA” and its possible synonyms, such as “dynamic difficulty adjustment” or “difficulty adaptation.”
- The paper must include a specific use case for the applied DDA type. If a paper lacked the presentation of a use case covering the usage of the DDA method in a specific SG or SG area, it was excluded.
2.2. Data Collection and Analysis
- The general data regarding the paper, such as the title, author, publication year, and the publishing source.
- The application area of the discussed adaptive SG, in order to analyze the popularity of different adaptive SG use cases.
- The details regarding the discussed DDA methods, which were classified into different categories. Specifically, they were distributed into the groups: “player modeling,” covering various player modeling and assessment approaches; “machine learning (ML),” for systems incorporating ML-based technologies; “rule-based or heuristic” approaches; “procedural content generation (PCG)” technologies; “NPCs” for DDA systems utilizing non-player characters (NPCs); and “other”, for specialized systems not fitting into the previous groups.
- Lastly, the primary evaluated effectiveness of the employed DDA methods, if such evaluations were provided in the paper. Missing evaluations were recorded as “N/E”.
3. Results
3.1. Research Question RQ1
3.2. Research Question RQ2
4. Discussion
5. Limitations
6. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Abbreviations
| AR | Augmented reality |
| DDA | Dynamic difficulty adjustment |
| EEG | Electroencephalography |
| FEA | Facial expression analysis |
| GAN | Generative adversarial network |
| GenAI | Generative artificial intelligence |
| HDT | Human digital twin |
| HMM | Hidden Markov Model |
| LLM | Large language model |
| ML | Machine learning |
| NN | Neural networks |
| NPC | Non-player character |
| PCG | Procedural content generation |
| RL | Reinforcement learning |
| RQ | Research question |
| SG | Serious game |
| VR | Virtual reality |
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| Paper | Year | DDA Type | Evaluation | J/C * | Area |
|---|---|---|---|---|---|
| [22] | 2020 | NPCs | success | J | management |
| [23] | 2020 | ML: Reinforcement Learning/Q-Learning | success | C | cognitive |
| [24] | 2020 | Player Modeling: EEG | success | – | security |
| [25] | 2020 | Player Modeling: Elo-rating system | fail | J | education |
| [26] | 2020 | NPCs | success | J | education |
| [27] | 2020 | Player Modeling: Emotions-based | N/E | C | rehab |
| [28] | 2020 | NPCs | success | J | exergame |
| [29] | 2020 | PCG & Genetic Algorithm (ML) | promising | C | rehab |
| [30] | 2020 | Player Modeling | promising | C | education |
| [31] | 2020 | Performance (Player Modeling) & Clustering (ML) | promising | – | education |
| [9] | 2021 | Rule-based | promising | J | cognitive |
| [32] | 2021 | PCG & Deep Reinforcement Learning (ML) | promising | C | exergame |
| [33] | 2021 | ML: HMM | N/E | – | education |
| [34] | 2021 | Player Modeling | promising | C | management |
| [35] | 2021 | ML: Reinforcement Learning | success | J | cognitive |
| [36] | 2021 | Bayesian Network (ML) & FEA (Player Modeling) | success | J | education |
| [37] | 2021 | Player Modeling: Elo-rating system | promising | J | education |
| [38] | 2021 | Player Modeling: Performance- & Physio-based | success | C | exergame |
| [39] | 2021 | ML | promising | – | exergame |
| [40] | 2022 | Player Modeling: Performance-based | N/E | C | exergame |
| [10] | 2022 | Heuristics | success | J | cognitive |
| [41] | 2022 | ML: Deep Reinforcement Learning | success | C | education |
| [42] | 2022 | ML | N/E | J | management |
| [43] | 2022 | Heuristics & Artificial NN (ML) | success | C | exergame |
| [44] | 2022 | PCG & Performance-based (Player Modeling) | success | J | education |
| [45] | 2022 | Player Modeling: Emotions-based | success | J | rehab |
| [5] | 2022 | Player Modeling: Performance-based | N/E | C | environment |
| [46] | 2022 | Player Modeling: Performance-based | success | C | rehab |
| [47] | 2022 | Player Modeling: Elo-rating system | N/E | – | education |
| [48] | 2022 | Player Modeling: Motivation | promising | J | rehab |
| [49] | 2023 | Rule-based: Fuzzy Logic | success | J | education |
| [50] | 2023 | Rule-based: Fuzzy Logic | fail | – | rehab |
| [51] | 2023 | ML: Reinforcement Learning | unclear | C | rehab |
| [52] | 2023 | Player Modeling: EEG | fail | C | environment |
| [53] | 2023 | Other | N/E | J | education |
| [54] | 2023 | ML: Reinforcement Learning | success | – | cognitive |
| [55] | 2023 | ML: Pareto-based DDA | success | J | exergame |
| [56] | 2023 | Player Modeling: Performance-based | unclear | – | rehab |
| [57] | 2023 | ML: Artificial NN | success | C | rehab |
| [11] | 2023 | Rule-based | success | J | rehab |
| [58] | 2023 | Player Modeling: Performance-based | success | – | security |
| [59] | 2023 | Rule-based | N/E | J | education |
| [60] | 2023 | PCG, LLM, Genetic Algorithm (ML) | N/E | C | education |
| [61] | 2024 | Other | success | C | rehab |
| [62] | 2024 | Player Modeling: Emotions-based | success | C | exergame |
| [63] | 2024 | CNN & Clusterization (ML), FEA (Player Modeling) | promising | C | education |
| [64] | 2024 | Fuzzy Logic (Rule-based) & Q-learning (ML) | success | J | management |
| [65] | 2024 | ML: Genetic Algorithm | success | J | exergame |
| [66] | 2024 | Player Modeling: Performance-based | success | J | security |
| [67] | 2024 | Rule-based: Fuzzy Logic | success | C | cognitive |
| [68] | 2024 | ML: Generative Adversarial Networks/GANs | promising | J | rehab |
| [69] | 2024 | Rule-based: Fuzzy Logic | promising | J | rehab |
| [70] | 2024 | Player Modeling: Performance-based | promising | J | cognitive |
| [71] | 2024 | Player Modeling: Human Digital Twins (HDTs) | promising | J | rehab |
| [72] | 2024 | ML: LLM | N/E | C | environment |
| [73] | 2024 | ML: Reinforcement Learning | promising | J | rehab |
| [74] | 2024 | Player Modeling: Performance-based | success | C | education |
| [75] | 2024 | Rule-based: Fuzzy Logic | promising | C | education |
| [76] | 2024 | Player Modeling: FEA, Performance | N/E | C | cognitive |
| [77] | 2025 | Heuristic | success | J | heritage |
| [78] | 2025 | Player Modeling | success | J | rehab |
| [79] | 2025 | ML: Reinforcement Learning | success | C | rehab |
| [80] | 2025 | Player Modeling: Performance-based | success | C | education |
| [81] | 2025 | Rule-based | success | – | rehab |
| [82] | 2025 | Rule-based | N/E | – | rehab |
| [83] | 2025 | Rule-based | promising | J | cognitive |
| [84] | 2025 | Heartrate (Player Modeling) & Rule-based | promising | – | exergame |
| [85] | 2025 | RL (ML) & Fuzzy logic (Rule-based) | promising | – | management |
| [86] | 2025 | ML & Performance (Player Modeling) | promising | C | cognitive |
| [87] | 2025 | Player Modeling: Physiological | promising | C | rehab |
| [88] | 2025 | Player Modeling: Performance | success | J | management |
| [89] | 2025 | ML: Pareto-based | success | J | rehab |
| [90] | 2025 | Performance (Player Modeling) & Rule-based | success | C | cognitive |
| [91] | 2025 | ML: LLM | promising | J | rehab |
| [92] | 2025 | Player Modeling: Performance | promising | J | education |
| J/C * | Title | Publisher | Number of Papers |
|---|---|---|---|
| J | Information | MDPI | 2 [22,42] |
| J | Multimedia Tools and Application | Springer | 2 [45,49] |
| J | IEEE Access | IEEE | 2 [64,71] |
| J | JMIR Serious Games | JMIR | 2 [9,88] |
| C | International Conference on Human-Computer Interaction (HCII) | Springer | 4 [23,34,38,80] |
| C | Conference on Games (CoG) | IEEE | 3 [29,60,74] |
| C | International Conference on Serious Games and Applications for Health (SeGAH) | IEEE | 3 [48,51,61] |
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© 2026 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license.
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Víteková, L.; Eichhorn, C.; Pirker, J.; Plecher, D.A. Dynamic Difficulty Adjustment in Serious Games: A Literature Review. Information 2026, 17, 96. https://doi.org/10.3390/info17010096
Víteková L, Eichhorn C, Pirker J, Plecher DA. Dynamic Difficulty Adjustment in Serious Games: A Literature Review. Information. 2026; 17(1):96. https://doi.org/10.3390/info17010096
Chicago/Turabian StyleVíteková, Lucia, Christian Eichhorn, Johanna Pirker, and David A. Plecher. 2026. "Dynamic Difficulty Adjustment in Serious Games: A Literature Review" Information 17, no. 1: 96. https://doi.org/10.3390/info17010096
APA StyleVíteková, L., Eichhorn, C., Pirker, J., & Plecher, D. A. (2026). Dynamic Difficulty Adjustment in Serious Games: A Literature Review. Information, 17(1), 96. https://doi.org/10.3390/info17010096

