Effect snapshot
| Intervention | Add selectable difficulty (easy / normal / hard) at game start |
| Outcome | Week-1 retention |
| Effect | 5–14 percent relative increase |
| Confidence | study |
| Context | Single-player action and puzzle games, PC/console, 2020–2025 |
Sources
What changes
Optional difficulty selection is often associated with a 5–14% relative lift in week-1 retention across mixed skill audiences.
When this tends to work
- Conditions similar to: Single-player action and puzzle games, PC/console, 2020–2025
- You can measure
Week-1 retentionreliably - The intervention is implemented consistently, not half-measured
When to be careful
- Your audience or product differs materially from the cited context
- Compliance costs or second-order effects outweigh the lift
- Evidence label is study—treat wide ranges as planning bands, not promises
Practical takeaway
Use the cited range for prioritization and test design. Verify against your own data before scaling.