Aim Assistance in Video Games: A Review of Techniques for Accessibility and Player Support

Miloš Kostić 1, Emilija Kisić1, Miljan Milošević1,2, Nemanja Zdravković1, Petar Pejić1
1 Belgrade Metropolitan University, 11000 Belgrade, Serbia
2 Institute for Information Technologies, 34000 Kragujevac, Serbia,
milos.kostic@metropolitan.ac.rs
emilija.kisic@metropolitan.ac.rs
miljan.milosevic@metropolitan.ac.rs
nemanja.zdravkovic@metropolitan.ac.rs
petar.pejic@metropolitan.ac.rs
DOI: 10.46793/BISEC25.248K

 

ABSTRACT:  Competitive video games, especially First-Person Shooters (FPS), often suffer from skill inequality that can influence and potentially reduce enjoyment for less skilled players. The use of algorithmic techniques to help with targeting process, has shown to be a reliable solution to subtly balance gameplay. This paper presents a detailed review of the state of aim assistance research. Paper begins by establishing the theoretical foundation of challenging aiming process, described by Fitts’s Law. Core adaptive techniques used in both 2D and 3D environments, including bullet magnetism, area cursor, sticky targets, and target gravity, are reviewed and explained by combining the findings from multiple studies. The review examines the application of these techniques in both commercial and research applications, their effectiveness and their impact on player experience and skill development. Research shows that techniques like bullet magnetism and area cursor, can effectively improve score difference between players of different skill levels without being too noticeable, leading to a more competitive and enjoyable player experience. The paper concludes by discussing and identifying open challenges and potential future research directions, such as machine learning-based aim assistance designed for improving shooting games gameplay inclusivity.

 

KEYWORDS:  Aim assistance, Target Assistance, Accessibility, Video Games, Game Balancing

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