Full paper · 2015

The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence

Denisova, A., & Cairns, P.

ConferenceProceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'15), 2015

Study design: players played the same game, told either that it had adaptive AI or that it was a standard game; in two studies, players told about adaptive AI reported higher immersion, although neither version had it.
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In short

Can simply telling players that a game has adaptive AI change their experience? In two studies, players were told the game contained adaptive artificial intelligence, although it did not.

How the studies worked

What players were told

“Unlike in a standard game, the world was generated based on the participant’s performance in the game” and, “depending on how well they performed in the game, it would ‘adapt’ the game world to match the player’s skills.”

Study 1

Game
Don't Starve
Players
21
Design
Within-subject: each player played two sessions
Play time
A 5-minute tutorial, then two 20-minute sessions
Measures
Immersive Experience Questionnaire (IEQ) and an additional questionnaire

Study 2

Game
Don't Starve
Players
40 (20 in the experimental group)
Design
Between-subject: the experimental group received the explanation of adaptive AI; the control group was told nothing about the feature
Play time
About 5 minutes, then 20 more minutes from the beginning
Measures
IEQ and an additional questionnaire

The game never contained adaptive AI. The explanation was deliberately vague.

Key findings

  • Players who were told about the adaptive AI reported higher immersion.
  • Even basic instructions can change how players perceive a game.

What this means

  • The mere expectation of a difference can be sufficient to change the experience.

    Discussion

  • Players may have an improved experience over earlier versions of the game simply because they expect it.

    Discussion

  • Players are using their own beliefs and knowledge to generate the experience.

    Discussion

In the media

Read and cite

APA citation

Denisova, A., & Cairns, P. (2015). The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play (CHI PLAY'15) (pp. 23-33).

Line of work

  1. This paper · 2015The Placebo Effect in Digital Games: Phantom Perception of Adaptive Artificial Intelligence
  2. Followed by · 2019Player Experience and Deceptive Expectations of Difficulty Adaptation in Digital Games
  3. Followed by · 2019Power-Ups in Digital Games: The Rewarding Effect of Phantom Game Elements on Player Experience
  4. Followed by · 2025Exploring the (Placebo) Effect of an AI-Powered Dialogue System on Player Experience

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