An email harvester is software that collects email addresses to send spam.
Answer the following statement true (T) or false (F)
True
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What will be an ideal response?
Find an example of a game with dynamic difficulty adjustment or other techniques that reduce resistance for players who are struggling, falling behind, or losing and increase resistance for successful players. Although A Game Design Vocabulary focuses primarily on single-player digital games, these techniques can be found in multiplayer digital games and board games as well. Some competitive
games involve rules that benefit players who are behind, while penalizing or handicapping players who are ahead. (Digital racing games often include interesting examples of this, from the "slipstream" effect that allows skilled players to overtake those in the lead, or the power-ups of games like Super Mario Kart that let players in the rear fire weapons at racers ahead of them.) For the game you chose, describe how the dynamic difficulty adjustment or catch-up mechanics work. How did these aspects of the game influence your experience? Did you find these kinds of systems encouraging or frustrating? Were you aware of how the rules of the game were shaping your experience and responding to your skill (or lack of skill) as you played? Do you think these rules helped you reach a "flow state" where you could lose yourself in a zone of "blissful concentration" on the game?