Dynamic Difficulty Adjustment using performance and affective data in a Platform Game Marcos P. C. Rosa 1 , Eduardo A. dos Santos 1 , Iago L. R. de Moraes 1 , Tiago B. P. e Silva 1 , Mauricio M. Sarmet 2 , Carla D. Castanho 1 , and Ricardo P. Jacobi 1 1 University of Bras´ ılia, Bras´ ılia, Brazil 2 Federal Institute of Education, Science and Technology of Para´ ıba, Para´ ıba, Brazil Abstract. The Dynamic Difficulty Adjustment (DDA) of games can play an important role in increasing the player engagement and fun. Gameplay difficulty can be adapted according to the player’s perfor- mance, its affective state or by using a hybrid model that combines both approaches. This work investigates a hybrid DDA mechanism for a plat- form game to appropriately adapt its difficulty level and keep the player in a state of flow. The three approaches are compared to verify the ef- ficiency of each model. An open source platform game was adapted to support the hybrid DDA algorithms. Game telemetry was introduced to acquire performance data and the affective state of the player is esti- mated through physiological data obtained from the Electrodermal Ac- tivity (EDA) of the skin. A method that estimates game difficulty when varying platform size and jump height was developed to support the DDA process. Besides playing with the different DDA models, each par- ticipant answered questionnaires and had their data collected for inquiry purposes. The results indicate that the DDA models were able to adjust the gameplay difficulty to the players, increasing the number of com- pleted levels and reducing the variation in the playing time. Keywords: platform game · dynamic difficult adjustment · affective game · game telemetry · flow 1 Introduction The video game industry has seen huge growth over the last few decades, with game developers appealing to a broad audience to sell their products. Thereby, the rules and requirements to make good games need to fit new scenarios, cre- ating fun games for each consumer profile. Adaptive systems strive to achieve the balance of the game for different players in a consistent, fair and fun way [17]. Such systems provide a person- alized experience, adjusting the game according to identifiable, measurable and influential goals [16]. They are usually defined by a dynamic factor and make adjustments based on those goals [3].