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As a result, it is expected that we could obtain a complete and objective evaluation for game
refinement. However, in reality to collect such external information, it is difficult and
expensive. Moreover, it seems more important to internally study the entertaining
characteristics of games. Or in other words, the game themselves affects to the player to
maintain as well as promote their excitement and concentration during the game. While
involving in those states, some specific biological phenomenon will happen to players such
as: instantly increasing number of heart beats per minutes, excreting more sweat, varying in
blood pressure, etc. Besides, it is feasible to measure the phenomenon of players according
to the exciting duration (d), level of excitement (l) and the number of times being excited (n)
in a game for each considering player. The duration and its corresponding level of
excitement emotion are discrete data but increasing each other, thus we take their
production. To evaluate the ratio of excitement (E) for a game over the number of N players
with respective n times of excitement, we can take average calculation as follows:
1 1
1
( ) ( )
=
= 0 =0
Furthermore, we should consider the gap (g) between two exciting states. The gap decrease
the quality of excitement, hence E should be
1 1
1
( ) ( ) + ( + 1) ( + 1)
=
( ( ) + 1 )
= 0 =1
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