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Citizen science games must balance task difficulty with player skill to ensure optimal engagement and performance. This issue has been previously addressed via player-level matchmaking, a dynamic difficulty adjustment method in which player and level ratings are used to present levels best suited for players' individual abilities. However, this work has been done in small, isolated test games and left out potential techniques that could further improve player performance. Therefore, we examined the effects of player-level matchmaking in Foldit, a live citizen science game. An experiment with 221 players demonstrated that dynamic matchmaking approaches led to significantly more levels completed, as well as a more challenging highest level completed, compared to random level ordering, but not greater than a static approach. We conclude that player-level matchmaking is worth consideration in the context of live citizen science games, potentially paired with other dynamic difficulty adjustment methods.more » « less
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Gandhi, Kutub; Miller, Josh Aaron; Spatharioti, Sofia Eleni; Apte, Archana; Fatehi, Borna; Wylie, Sara; Cooper, Seth (, Proceedings of the 16th International Conference on the Foundations of Digital Games)
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Spatharioti, Sofia Eleni; Fatehi, Borna; Smith, Melanie; Rosenbloom, Avery; Miller, Josh Aaron; Seif El-Nasr, Magy; Wylie, Sara; Cooper, Seth (, International Conference on the Foundations of Digital Games)
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Horn, Britton; Miller, Josh Aaron; Smith, Gillian; Cooper, Seth (, Proceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment)
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