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 retention reliably
  • 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.