Full paper · 2026

Proactive or Reactive? Comparison of Dynamic Difficulty Adjustment Effects on Player Experience and Physical Effort in a Running Exergame

Chorrojprasert, S., Kirman, B., Aung, M., & Denisova, A.

ConferenceIEEE Conference on Games (CoG'26), 2026

Teaser figure: Proactive or reactive dynamic difficulty adjustment. Screenshots of “ExerWitch”, an endless runner played by running in place. In a within-subjects study (N = 36), proactive DDA gave higher challenge–skill balance and competence and lower competence frustration than reactive DDA, with no difference in exertion or physical effort.
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In short

Compares proactive and reactive dynamic difficulty adjustment in a running exergame, looking at the effects on player experience and on players' physical effort.

Reactive and proactive adjustment

In “ExerWitch”, players run in place to escape a chasing dragon. Both versions adjust the dragon’s speed, but differ in when they step in.

Reactive adjusts difficulty only after failure thresholds are met
Distance to dragon Time Critical zone (d ≤ 2) collision 1 collision 2 Hard reset: dragon moved back, avatar stopped
Proactive continuously monitors performance to adjust parameters before setback occurrence
Distance to dragon Time Critical zone (d ≤ 2) Reset before any collision; running continues

Schematic illustration of the two rules described in the paper, not study data. In both versions the dragon’s speed is reset when it moves back.

Comparison of reactive and proactive adjustment
AspectReactiveProactive
TriggerSetback (2 collisions)Proximity (distance ≤ 2)
TimingPost-failurePre-failure
ImpactPunishment (forced avatar stop)No punishment
GoalFailure-drivenAnticipatory

Key findings

  • Compared with reactive difficulty adjustment, proactive adjustment improved challenge–skill balance (p = .017, r = .40) and perceived competence (p = .002, r = .51).
  • Proactive adjustment reduced competence frustration (p = .040, r = .34).
  • There were no significant differences in perceived exertion or physical effort, suggesting proactive adjustment may sustain engagement by reducing frustration without changing how hard people work.

Don’t just ask how to adapt: ask when

From my CoG 2026 talk

  • Timing is a design variable

    “Proactive (predictive) and reactive (retrospective) DDA are not interchangeable. The trigger point shapes how players experience challenge and competence.”

  • Failure is not required to sustain effort

    “Preventing setbacks did not reduce heart rate or perceived exertion. Players still worked just as hard.”

  • Match the trigger to what failure demands

    “If failure mainly asks for more physical output, intervene early. If failure opens strategic alternatives, reacting after failure may remain appropriate.”

Design the DDA trigger around the type of challenge

From my CoG 2026 talk

Proactive DDA is not always better: its value depends on what failure asks the player to do.

  • When physical effort is the main way to overcome failure

    Proactive DDA is more beneficial

    “Prevents repeated setbacks, preserves movement continuity, supports competence, reduces punishment-recovery cycles. Best fit: locomotion-heavy exergames like “ExerWitch”.”

  • When players have other ways to respond

    Reactive DDA can still work well

    “Failure provides diagnostic feedback, enables strategy change and learning, recovery need not rely on physical output, maintains meaningful risk and tension. Examples: rhythm games, adventure games with puzzles, team sports games.”

Read and cite

APA citation

Chorrojprasert, S., Kirman, B., Aung, M., & Denisova, A. (2026). Proactive or Reactive? Comparison of Dynamic Difficulty Adjustment Effects on Player Experience and Physical Effort in a Running Exergame. In IEEE Conference on Games (CoG'26).

Line of work

  1. Builds on · 2025Exploring the Effects of Dynamic Difficulty Adjustment Functions on Player Experience and Physical Effort in a Running Exergame
  2. This paper · 2026Proactive or Reactive? Comparison of Dynamic Difficulty Adjustment Effects on Player Experience and Physical Effort in a Running Exergame

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