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from Fall Guys show that the gradually increases across the rounds. In terms of the game's challenge and
        difficulty, PUBG and Fortnite become less difficult throughout the game while Fall Guys become more and
        more challenging. The constant shift in difficulty in the games causes the player to enjoy the game. Although
        PUBG and Fortnite are difficult initially, it is still very popular to kids despite the challenge. Therefore, the
        fluctuation makes the game popular to both players and viewers even after years of the game's launch. The
        momentum also showed an increasing trend throughout the game and decreased from Fortnite having a sharp
        increase and decrease of momentum at phase 4. This condition shows that the player's engagement increases as
        they play the game despite reducing the difficulty in PUBG and Fortnite. It explains why players get addicted
        to battle royale games despite it being difficult to win as they would like to achieve a higher stage each time
        they play, increasing their retention of the game.

        4. Conclusion

           The popularity of battle royale games maintained its popularity throughout the test of time and remains one
        of the most profitable game genres in 2021, with a few more titles will be launched this year (Christopher
        Livingston,  2021).  This  genre's  popularity  was  justified  from  this  study  where  all  three  games  increase
        throughout the game and approach the zone value of 0.07 at the ending stages of the game. The change in
        difficulty as the game progresses helps to make players engaged throughout the game and come back for another
        round when they are done. The momentum also shows a general increase throughout the games, making it a
        very engaging experience for players. Hence, the games become more exciting and engaging to the players as
        they survive through each round, giving them the thrill of achieving a higher position. In the future, it would be
        interesting to compare with a variety of newer battle royale games to see if the trend consistent and analyze the
        e-sports capability of this genre compared to other popular e-sports such as Dota 2, League of Legends, and
        Counter-Strike.

        References

        Al-Mansour, J. (2019). The success behind the PuBG era: A case study perspective. Academy of Strategic
        Management Journal, 18(6), 1–17.
        Carter, M., Moore, K., Mavoa, J., Horst, H., & Gaspard, L. (2020). Situating the Appeal of Fortnite Within
        Children’s Changing Play Cultures. Games and Culture, 15(4), 453–471.
        Christopher   Livingston,   M.   P.   (2021).   The   Best   Battle   Royale   Games   of   2021.
        https://www.pcgamer.com/battle-royale-games/
        Gene  Park,  E.  F.  (2020).  Fall  Guys:  Ideas  to  improve  an  already  fun  game  -  The  Washington  Post.
        https://www.washingtonpost.com/video-games/2020/08/12/fall-guys-ideas/
        Iida, H., & Khalid, M. N. A. (2020). Using games to study law of motions in mind. IEEE Access, 8, 138701–
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        Iqbal,  M.  (2021).  Fortnite  Usage  and  Revenue  Statistics  2020   -  Business  of  Apps.
        https://www.businessofapps.com/data/fortnite-statistics/
        Monkmanny.     (2020).   I   recorded   data   on    100    matches    for   Fall   Guys.
        https://www.reddit.com/r/FallGuysGame/comments/i9xq1g/
        Rahkar Farshi, T. (2020). Battle royale optimization algorithm. Neural Computing and Applications, 1–19.
        Sutiono, A. P., Purwarianti, A., & Iida, H. (2014). A mathematical model of game refinement. International
        Conference on Intelligent Technologies for Interactive Entertainment, 148–151.
        Thavamuni, S., Ismail, H., & Iida, H. (2018). Analysis of the Effect of Number of Players on the Excitement of
        the Game with Respect to Fairness. International Conference on Entertainment Computing, 139–151.








        E- Proceedings of The 5th International Multi-Conference on Artificial Intelligence Technology (MCAIT 2021)   [208]
        Artificial Intelligence in the 4th Industrial Revolution
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