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Narrative and Challenge in Single-Player RPGs: A 1990–2025 Player-Centered Systematic Review

datacite.subject.fosEngenharia e Tecnologia
datacite.subject.sdg04:Educação de Qualidade
datacite.subject.sdg11:Cidades e Comunidades Sustentáveis
dc.contributor.authorAntunes, João
dc.contributor.authorCarvalho, Vitor
dc.contributor.authorDomingues, José Miguel
dc.date.accessioned2026-05-13T15:19:51Z
dc.date.available2026-05-13T15:19:51Z
dc.date.issued2026-04-23en_US
dc.date.updated2026-05-08T12:02:45Z
dc.description.abstractSingle-player role-playing games (RPGs) combine two promises that do not always align: delivering a compelling narrative experience (world, characters, choices, and consequences) while sustaining a demanding ludic trajectory in which players face obstacles, master systems, and progress over time. This Systematic Literature Review (SLR) synthesizes existing evidence on the evolution of narrative and challenge in single-player RPGs from a playercentered perspective, with particular attention paid to immersion, engagement, flow, and perceived agency. A multi-database search strategy was conducted across Google Scholar, Scopus, IEEE Xplore, and the ACM Digital Library using query strings targeting narrative/agency, challenge and dynamic difficulty adjustment (DDA), adaptive difficulty, and the historical evolution of RPG narrative design, following a Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA)-reported selection flow and Rayyan-supported screening. From 423 identified records, duplicates and non-eligible records were removed through staged screening, yielding 43 reports sought for retrieval; because six were not accessible in full text at consolidation, the synthesis was conducted on 37 full-text articles. The findings indicate (i) a predominance of work on narrative and agency, where agency is framed as a design effect rather than merely the presence of explicit branching choices; (ii) a recent rise in challenge/adaptation research, frequently tied to flow, fairness, and differentiated player profiles; and (iii) the emergence of artificial intelligence (AI)-driven approaches, including non-player character (NPC) systems, combat AI, reinforcement learning, and large language model (LLM)-based narrative control, which amplify core design trade-offs between narrative coherence and perceived agency. Beyond synthesizing a dispersed body of literature, the review contributes an integrated player-centered analytical framework that brings together narrative, challenge, and player experience, while also highlighting the need for more consistent measurement practices, stronger comparative designs, and longer-term empirical work in single-player RPG researcheng
dc.description.versionN/A
dc.identifier.citationantunes, J. ; Carvalho, V. & Domingues, J.M. (2026). Narrative and Challenge in Single-Player RPGs: A 1990–2025 Player-Centered Systematic Review..Digital 2026, 6, 33. https://doi.org/10.3390/digital6020033
dc.identifier.doi10.3390/digital6020033en_US
dc.identifier.slugcv-prod-5030095
dc.identifier.urihttp://hdl.handle.net/10400.26/63117
dc.language.isoeng
dc.peerreviewedyes
dc.rights.urihttp://creativecommons.org/licenses/by/4.0/
dc.subjectsingle-player RPG
dc.subjectnarrative
dc.subjectplayer agency
dc.subjectchallenge
dc.subjectadaptive difficulty
dc.subjectDDA
dc.subjectplayer experience
dc.subjectgame AI
dc.titleNarrative and Challenge in Single-Player RPGs: A 1990–2025 Player-Centered Systematic Reviewen_US
dc.typeresearch articleen_US
dspace.entity.typePublication
oaire.citation.titleDigitalen_US
oaire.versionhttp://purl.org/coar/version/c_970fb48d4fbd8a85
rcaap.cv.cienciaid9112-1B1D-A23F | José Miguel Vieira Domingues
rcaap.rightsopenAccessen_US

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