ABSTRACT
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming, supported by an extensive overview of scientific literature. The motivatin concerns (a) the psychological foundation, (b) the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions. The provided overview of scientific literature goes into the subject of player modelling, as well as eight adaptive components: (1) space adaptation, (2) mission/task adaptation, (3) character adaptation, (4) game mechanics adaptation, (5) narrative adaptation, (6) music/sound adaptation, (7) player matching (multiplayer), and (8) difficulty scaling. In the concluding sections, the relationship to procedural content generation is discussed, as well as the generalisation to other domains.
- E. Adams and A. Rollings. Fundamentals of Game Design. Game Design and Development. Prentice Hall, Upper Saddle River, New Jersey, USA, sep 2006. Google ScholarDigital Library
- D. W. Aha, M. Molineaux, and M. J. V. Ponsen. Learning to win: Case-based plan selection in a real-time strategy game. In H. Muñoz-Avila and F. Ricci, editors, Proceedings of the 6th International Conference on Case-Based Reasoning (ICCBR 2005), pages 5--20. DePaul University, Chicago, Illinois, USA, 2005. Google ScholarDigital Library
- B. Auslander, S. Lee-Urban, C. Hogg, and H. Muñoz-Avila. Recognizing the enemy: Combining reinforcement learning with strategy selection using case-based reasoning. In K.-D. Althoff, R. Bergmann, M. Minor, and A. Hanft, editors, Proceedings of the 9th European Conference on Case-Based Reasoning (ECCBR 2008), pages 59--73. University of Trier, Trier, Germany, 2008. Google ScholarDigital Library
- S. C. J. Bakkes. Rapid Adaptation of Video Games AI. PhD thesis, Tilburg centre for Creative Computing (TiCC), Tilburg University, Tilburg, The Netherlands, 2010.Google Scholar
- S. C. J. Bakkes, P. H. M. Spronck, and H. J. Van den Herik. Opponent modelling for case-based adaptive game AI. Entertainment Computing, 1(1):27--37, 2009.Google ScholarCross Ref
- S. C. J. Bakkes, P. H. M. Spronck, and H. J. Van den Herik. Rapid and reliable adaptation of video game AI. IEEE Transactions on Computational Intelligence and AI in Games, 1(2):93--104, 2009.Google ScholarCross Ref
- S. C. J. Bakkes, P. H. M. Spronck, and G. van Lankveld. Player behavioural modelling for video games. Entertainment Computing, 2012. Special Issue on Games and AI. 10.1016/j.entcom.2011.12.001.Google Scholar
- R. Bartle. Hearts, clubs, diamonds, spades: Players who suit muds. Journal of MUD research, 1(1):19, 1996.Google Scholar
- R. Baumgarten, S. Colton, and M. Morris. Combining AI methods for learning bots in a real-time strategy game. International Journal on Computer Game Technologies, 2009, 2009. Article ID 129075. Special issue on Artificial Intelligence for Computer Games.Google Scholar
- M. Belinkie. Video game music: not just kid stuff. Video Game Music, 15, 1999. {Online} Available: http://www.vastdifference.com/nintendo/nsf/research/Video%20game%20music_%20not%20just%20kid%20stuff.pdf.Google Scholar
- M. Booth. The ai systems of left 4 dead. In Keynote, Fifth Artificial Intelligence and Interactive Digital Entertainment Conference (AIIDE09), 2009.Google Scholar
- B. Bostan and T. Marsh. The Śinteractivešof interactive storytelling: Customizing the gaming experience. Entertainment Computing-ICEC 2010, pages 472--475, 2010. Google ScholarDigital Library
- M. Buro and T. M. Furtak. RTS games and real-time AI research. In Proceedings of the Behavior Representation in Modeling and Simulation Conference (BRIMS), pages 34--41. Simulation Interoperability Standards Organization (SISO), Arlington, Virginia, USA, 2004.Google Scholar
- C. Carver and M. Scheier. Origins and functions of positive and negative affect: A control-process view. Psychological review, 97(1):19, 1990.Google ScholarCross Ref
- D. Charles and M. Black. Dynamic player modeling: A framework for player-centered digital games. In Q. H. Mehdi, N. E. Gough, and D. Al-Dabass, editors, Proceedings of Computer Games: Artificial Intelligence, Design and Education (CGAIDE 2004), pages 29--35. University of Wolverhampton, Wolverhampton, UK, 2004.Google Scholar
- D. Charles, A. Kerr, M. McAlister, M. McNeil, J. Kücklich, M. Black, A. Moore, and K. Stringer. Player-centred game design: Adaptive digital games. In Changing Views: Worlds in Play (DIGRA 2005 Conference), pages 103--423, 2005.Google Scholar
- D. Charles, M. McNeill, M. McAlister, M. Black, A. Moore, K. Stringer, J. Kucklich, and A. Kerr. Player-centered design: Player modeling and adaptive digital games. In Proceedings of the DiGRA Conference.: Changing Views - World in Play, pages 285--298, 2005.Google Scholar
- A. Chiou and K. Wong. Player adaptive entertainment computing (paec): mechanism to model user satisfaction by using neuro linguistic programming (nlp) techniques. In Computational Intelligence and Games, 2008. CIG'08. IEEE Symposium On, pages 343--349. IEEE, 2008.Google ScholarCross Ref
- A. Cohen. The functions of music in multimedia: A cognitive approach. Music, mind, and science, pages 53--69, 1999.Google Scholar
- B. Cousins. Elementary game design. Develop magazine, 10 2004.Google Scholar
- B. Cowley, D. Charles, M. Black, and R. Hickey. User-system-experience model for user centered design in computer games. In Adaptive Hypermedia and Adaptive Web-Based Systems, pages 419--424. Springer, 2006. Google ScholarDigital Library
- B. Cowley, D. Charles, M. Black, and R. Hickey. Toward an understanding of flow in video games. Computers in Entertainment (CIE), 6(2):20, 2008. Google ScholarDigital Library
- C. Crawford. Chris Crawford on Interactive Storytelling (New Riders Games). New Riders Games, 2004. Google ScholarDigital Library
- N. Dansey, B. Stevens, and R. Eglin. Contextually-ambiguous pervasive games: an exploratory study. Breaking New Ground: Innovation in Games, Play, Practice and Theory. Proceedings of DiGRA 2009, 2009.Google Scholar
- W. Darley and J. Lim. The effect of consumers' emotional reactions on behavioral intention: The moderating role of personal relevance and self-monitoring. Psychology and Marketing, 9(4):329--346, 1992.Google ScholarCross Ref
- P. Demasi and A. J. de. O. Cruz. Online coevolution for action games. International Journal of Intelligent Games and Simulation, 2(3):80--88, 2002.Google Scholar
- J. Digman. Personality structure: Emergence of the five-factor model. Annual review of psychology, 41(1):417--440, 1990.Google Scholar
- H. H. L. M. Donkers, J. W. H. M. Uiterwijk, and H. J. Van den Herik. Probabilistic opponent-model search. Information Sciences, 135(3--4):123--149, 2001. Google ScholarDigital Library
- H. H. L. M. Donkers, J. W. H. M. Uiterwijk, and H. J. Van den Herik. Admissibility in opponent-model search. Information Sciences, 154(3--4):119--140, 2003. Google ScholarDigital Library
- J. Dormans. Adventures in level design: Generating missions and spaces for action adventure games. In Proceedings of the Foundations of Digital Games Conference (FDG), 2010. Google ScholarDigital Library
- J. Dormans. Engineering emergence: applied theory for game design. PhD thesis, University of Amsterdam, Amsterdam, The Netherlands, 2012.Google Scholar
- J. Dormans and S. C. J. Bakkes. Generating missions and spaces for adaptable play experiences. IEEE Transactions on Computational Intelligence and AI in Games, 3(3):216--228, sep 2011. Special Issue on Procedural Content Generation, DOI 10.1109/TCIAIG.2011.2149523.Google ScholarCross Ref
- J. Douglas and A. Hargadon. The pleasures of immersion and engagement: Schemas, scripts and the fifth business. Digital Creativity, 12(3):153--166, 2001.Google ScholarCross Ref
- M. S. El-Nasr. Interaction, narrative, and drama: Creating an adaptive interactive narrative using performance arts theories. Interaction Studies, 8(2):209--240, 2007.Google ScholarCross Ref
- M. Eladhari, R. Nieuwdorp, and M. Fridenfalk. The soundtrack of your mind: Mind music-adaptive audio for game characters. In Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology, page 54. ACM, 2006. Google ScholarDigital Library
- A. Elo. The rating of chessplayers, past and present, volume 3. Batsford London, 1978.Google Scholar
- X. Fang and F. Zhao. Personality and enjoyment of computer game play. Computers in Industry, 61(4):342--349, 2010. Google ScholarDigital Library
- P. Fischer, T. Greitemeyer, T. Morton, A. Kastenmüller, T. Postmes, D. Frey, J. Kubitzki, and J. Odenwälder. The racing-game effect: Why do video racing games increase risk-taking inclinations? Personality and Social Psychology Bulletin, 35(10):1395--1409, 2009.Google ScholarCross Ref
- P. Fischer, A. Kastenmüller, and T. Greitemeyer. Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior. Journal of Experimental Social Psychology, 46(1):192--195, 2010.Google ScholarCross Ref
- N. Frijda. The Emotions. Studies in Emotion and Social Interaction. Cambridge University Press, 1986.Google Scholar
- J. Fürnkranz. Recent advances in machine learning and game playing. ÖGAI-Journal, 26(2):19--28, 2007.Google Scholar
- A. Gabrielsson and E. Lindström. The influence of musical structure on emotional expression. Oxford University Press, 2001.Google Scholar
- M. Glickman. The glicko system. Boston University, 1995.Google Scholar
- S. Göbel, V. Wendel, C. Ritter, and R. Steinmetz. Personalized, adaptive digital educational games using narrative game-based learning objects. Entertainment for Education. Digital Techniques and Systems, pages 438--445, 2010. Google ScholarDigital Library
- T. Graepel and R. Herbrich. Ranking and matchmaking. Game Developer Magazine, pages 25--34, 2006. October, 2006.Google Scholar
- T. Graepel, R. Herbrich, and J. Gold. Learning to fight. In Q. H. Mehdi, N. E. Gough, and D. Al-Dabass, editors, Proceedings of Computer Games: Artificial Intelligence, Design and Education (CGAIDE 2004), pages 193--200. University of Wolverhampton, Wolverhampton, UK, 2004.Google Scholar
- T. Greitemeyer, M. Agthe, R. Turner, and C. Gschwendtner. Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior. European Journal of Social Psychology, 2012.Google ScholarCross Ref
- T. Greitemeyer and S. Osswald. Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology, 98(2):211, 2010.Google ScholarCross Ref
- T. Greitemeyer, S. Osswald, and M. Brauer. Playing prosocial video games increases empathy and decreases schadenfreude. Emotion, 10(6):796, 2010.Google ScholarCross Ref
- R. Herbrich, T. Minka, and T. Graepel. TrueskillŹ: A bayesian skill rating system. Advances in Neural Information Processing Systems, 19:569, 2007.Google Scholar
- J. Hollingdale and T. Greitemeyer. The changing face of aggression: The effect of personalized avatars in a violent video game on levels of aggressive behavior. Journal of Applied Social Psychology, 2012. In press.Google Scholar
- R. Houlette. Player modeling for adaptive games. In AI Game Programming Wisdom 2, pages 557--566. Charles River Media, Inc., Hingham, Massachusetts, USA, 2004.Google Scholar
- R. Hunicke and V. Chapman. AI for dynamic difficulty adjustment in games. In AAAI Workshop on Challenges in Game Artificial Intelligence, pages 91--96. AAAI Press, Menlo Park, California, USA, 2004.Google Scholar
- C. Izard. Emotion theory and research: Highlights, unanswered questions, and emerging issues. Annual review of psychology, 60:1, 2009.Google Scholar
- R. Krekel. Interview on game on television program, 2012. #5, February 13th, 2012.Google Scholar
- A. L. Kristof. Person-organization fit: An integrative review of its conceptualizations, measurement, and implications. Personnel Psychology, 49(1):1--49, 1996.Google ScholarCross Ref
- J. E. Laird and M. Van Lent. Human-level AI's killer application: Interactive computer games. AI Magazine, 22(2):15--25, 2001.Google Scholar
- R. Laursen and D. Nielsen. Investigating small scale combat situations in real-time-strategy computer games. Master's thesis, Department of Computer Science, University of Aarhus, Aarhus, Denmark, 2005.Google Scholar
- R. Lazarus. Emotion and adaptation. Oxford University Press, USA, 1991.Google Scholar
- L. Lidén. Artificial stupidity: The art of making intentional mistakes. In S. Rabin, editor, AI Game Programming Wisdom 2, pages 41--48. Charles River Media, Inc., Hingham, Massachusetts, USA, 2004.Google Scholar
- C. Lindley and C. Sennersten. Game play schemas: from player analysis to adaptive game mechanics. In Proceedings of the 2006 international conference on Game research and development, pages 47--53. Murdoch University, 2006. Google ScholarDigital Library
- D. Livingstone and D. Charles. Intelligent interfaces for digital games. In D. Fu, S. Henke, and J. Orkin, editors, Proceedings of the AAAI-04 Workshop on Challenges in Game Artificial Intelligence, pages 6--10, 2004.Google Scholar
- S. Livingstone and A. Brown. Dynamic response: real-time adaptation for music emotion. In Proceedings of the second Australasian conference on Interactive entertainment, pages 105--111. Creativity & Cognition Studios Press, 2005. Google ScholarDigital Library
- R. Lopes and R. Bidarra. Adaptivity challenges in games and simulations: a survey. Computational Intelligence and AI in Games, IEEE Transactions on, 3(2):85--99, 2011.Google Scholar
- C. Lutz. Unnatural emotions: everyday sentiments on a Micronesian atoll & their challenge to western theory. University of Chicago Press, 1988.Google Scholar
- S. Mahamad, E. Mazlan, R. Kasbon, K. Khalid, and N. Rusdi. Personalised mobile picture puzzle. World Academy of Science, Engineering and Technology, 25:233--238, 2007.Google Scholar
- G. Mandler. Mind and body: Psychology of emotion and stress. WW Norton New York, 1984.Google Scholar
- L. Manovich. The Language of New Media. MIT Press, Cambridge, Massachusetts, USA, 2002.Google Scholar
- M. Mateas and A. Stern. Procedural authorship: A case-study of the interactive drama Façade. Digital Arts and Culture (DAC), 2005.Google Scholar
- R. McCrae and P. Costa Jr. Personality trait structure as a human universal. American Psychologist; American Psychologist, 52(5):509, 1997.Google ScholarCross Ref
- B. Medler. Using recommendation systems to adapt gameplay. International Journal of Gaming and Computer-Mediated Simulations, 1(3):2009, 2009.Google ScholarCross Ref
- I. Millington. Artificial Intelligence for Games. Morgan Kaufmann Publishers, San Francisco, California, USA, 2006. Google ScholarDigital Library
- P. D. Molyneux. The future of game AI - Lecture. Imperial College London, London, UK, 2006. October 4, 2006.Google Scholar
- L. Nacke, M. Grimshaw, and C. Lindley. More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game. Interacting with Computers, 22(5):336--343, 2010. Google ScholarDigital Library
- M. Nelson and M. Mateas. Towards automated game design. AI* IA 2007: Artificial Intelligence and Human-Oriented Computing, pages 626--637, 2007. Google ScholarDigital Library
- J. K. Olesen, G. N. Yannakakis, and J. Hallam. Real-time challenge balance in an RTS game using rtNEAT. In P. Hingston and L. Barone, editors, Proceedings of the IEEE 2008 Symposium on Computational Intelligence and Games (CIG'08), pages 87--94, 2008.Google ScholarCross Ref
- B. Parkinson. Emotions are social. British journal of psychology, 87(4):663--683, 1996.Google Scholar
- C. Pedersen, J. Togelius, and G. N. Yannakakis. Modeling Player Experience for Content Creation. IEEE Transactions on Computational Intelligence and AI in Games, 1(2):121--133, 2009.Google ScholarCross Ref
- N. Peirce, O. Conlan, and V. Wade. Adaptive educational games: Providing non-invasive personalised learning experiences. In Digital Games and Intelligent Toys Based Education, 2008 Second IEEE International Conference on, pages 28--35. Ieee, 2008. Google ScholarDigital Library
- N. Peirce and V. Wade. Personalised learning for casual games: The'language trap'online language learning game. In 4th European Conference on Game Based Learning (ECGBL), Copenhagen, Denmark, pages 21--22, 2010.Google Scholar
- R. Petty and J. Cacioppo. Issue involvement can increase or decrease persuasion by enhancing message-relevant cognitive responses. Journal of personality and social psychology, 37(10):1915, 1979.Google Scholar
- R. Petty, J. Cacioppo, and D. Schumann. Central and peripheral routes to advertising effectiveness: The moderating role of involvement. Journal of consumer research, pages 135--146, 1983.Google Scholar
- M. Pignatiello, C. Camp, and L. Rasar. Musical mood induction: An alternative to the velten technique. Journal of Abnormal Psychology, 95(3):295--297, 1986.Google ScholarCross Ref
- S. Rabin. Preface. In S. Rabin, editor, AI Game Programming Wisdom 4, pages ix--xi. Charles River Media, Inc., Hingham, Massachusetts, USA, 2008.Google Scholar
- M. Riedl. Scalable personalization of interactive experiences through creative automation. Computers in Entertainment (CIE), 8(4):26, 2010. Google ScholarDigital Library
- M. Riedl and A. Stern. Believable agents and intelligent story adaptation for interactive storytelling. Technologies for Interactive Digital Storytelling and Entertainment, pages 1--12, 2006. Google ScholarDigital Library
- M. Riedl, D. Thue, and V. Bulitko. Game AI as storytelling. Artificial Intelligence for Computer Games, 125, 2011.Google ScholarCross Ref
- M. Rosaldo. Toward an anthropology of self and feeling. Culture theory: Essays on mind, self, and emotion, 1984.Google Scholar
- M. Ryan. Narrative as virtual reality: Immersion and interactivity in literature and electronic media. Johns Hopkins University Press Baltimore, MD, USA, 2001. Google ScholarDigital Library
- K. Salen and E. Zimmerman. Rules of play: Game design fundamentals. The MIT Press, 2004. Google ScholarDigital Library
- B. Schmidt. Designing sound tracks for coin-op games or computer music for under $65.00. In Proceedings of the 1989 International Computer Music Conference, pages 273--276. Ann Arbor, MI: MPublishing, University of Michigan Library, 1989.Google Scholar
- B. Schouten, R. Tieben, A. Ven, and D. Schouten. Human behavior analysis in ambient gaming and playful interaction. Computer Analysis of Human Behavior, pages 387--403, 2011.Google ScholarCross Ref
- S. Schreurs. The road to adaptive gameplay. Master's thesis, Tilburg University, 2011.Google Scholar
- B. Scott. The illusion of intelligence. In S. Rabin, editor, AI Game Programming Wisdom, pages 16--20. Charles River Media, Inc., Hingham, Massachusetts, USA, 2002.Google Scholar
- M. Sharma, M. Holmes, J. Santamaria, A. Irani, C. Isbell, and A. Ram. Transfer learning in real-time strategy games using hybrid CBR/RL. In M. M. Veloso, editor, Proceedings of the 20th International Joint Conference on Artificial Intelligence (IJCAI 2007), pages 1041--1046. AAAI Press, Menlo Park, California, USA, 2007. Google ScholarDigital Library
- M. Sharma, M. Mehta, S. Ontanón, and A. Ram. Player modeling evaluation for interactive fiction. In Proceedings of the AIIDE 2007 Workshop on Optimizing Player Satisfaction, pages 19--24, 2007.Google Scholar
- A. M. Smith, C. Lewis, K. Hullet, G. Smith, and A. Sullivan. An inclusive view of player modeling, 2011. In Proceedings of the 2011 International Conference on the Foundations of Digital Games (FDG 2011). Google ScholarDigital Library
- G. Smith, M. Treanor, J. Whitehead, and M. Mateas. Rhythm-based level generation for 2D platformers. In Proceedings of the 2009 International Conference on the Foundations of Digital Games, Orlando, FL, pages 175--182, 2009. Google ScholarDigital Library
- P. H. M. Spronck. Adaptive Game AI. PhD thesis, Faculty of Humanities and Sciences, Maastricht University, Maastricht, The Netherlands, 2005.Google Scholar
- P. H. M. Spronck, I. G. Sprinkhuizen-Kuyper, and E. O. Postma. Difficulty scaling of game AI. In A. E. Rhalibi and D. Van Welden, editors, Proceedings of the 5th International Conference on Intelligent Games and Simulation (GAMEON'2004), pages 33--37. EUROSIS-ETI, Ghent University, Ghent, Belgium, 2004.Google Scholar
- P. H. M. Spronck, I. G. Sprinkhuizen-Kuyper, and E. O. Postma. Online adaptation of game opponent AI with dynamic scripting. International Journal of Intelligent Games and Simulation, 3(1):45--53, 2004.Google Scholar
- A. Stern. Ai beyond computer games. In AAAI AI and Interactive Entertainment Spring Symposium 2000, 1999.Google Scholar
- J. Stewart. Different approaches to implementating player centered game design: A comparison study, 2007. Bachelor's thesis, Murdoch University, Mount Hawthorn, Australia.Google Scholar
- S. Sundar. Social psychology of interactivity in human-website interaction. The Oxford handbook of Internet psychology, pages 89--104, 2007.Google Scholar
- J. Sykes and M. Federoff. Player-centred game design. In CHI'06 extended abstracts on Human factors in computing systems, pages 1731--1734. ACM, 2006. Google ScholarDigital Library
- J. Tanenbaum. Imagining new design spaces for interactive digital storytelling. Interactive Storytelling, pages 261--271, 2011. Google ScholarDigital Library
- J. Tanenbaum and A. Tomizu. Affective interaction design and narrative presentation. In AAAI 2007 Fall Symposium on Intelligent Narrative Technologies, 2007.Google Scholar
- J. Tanenbaum and A. Tomizu. Narrative meaning creation in interactive storytelling. International Journal of Computational Science, 2(1), 2008.Google Scholar
- L. N. Taylor. Video games: Perspective, point-of-view, and immersion. Master's thesis, Graduate Art School, University of Florida, Gainesville, Florida, USA, 2002.Google Scholar
- C. Teng. Customization, immersion satisfaction, and online gamer loyalty. Computers in Human Behavior, 26(6):1547--1554, 2010. Google ScholarDigital Library
- D. Thue, V. Bulitko, M. Spetch, and E. Wasylishen. Interactive storytelling: A player modelling approach. In Artificial Intelligence and Interactive Digital Entertainment conference, Stanford, CA, pages 43--48, 2007.Google Scholar
- D. J. Thue, V. Bulitko, and M. Spetch. Player modeling for interactive storytelling: A practical approach. In S. Rabin, editor, AI Game Programming Wisdom 4, pages 633--646. Charles River Media, Inc., Hingham, Massachusetts, USA, 2008.Google Scholar
- J. Togelius, R. De Nardi, and S. Lucas. Towards automatic personalised content creation for racing games. In Computational Intelligence and Games, 2007. CIG 2007. IEEE Symposium on, pages 252--259. IEEE, 2007.Google ScholarDigital Library
- J. Togelius, M. Preuss, and G. N. Yannakakis. Towards multiobjective procedural map generation. In Proceedings of the 2010 International Conference on the Foundations of Digital Games, Monterey, CA, page #3, 2010. Google ScholarDigital Library
- S. Turkay and S. Adinolf. Free to be me: a survey study on customization with world of warcraft and city of heroes/villains players. Procedia-Social and Behavioral Sciences, 2(2):1840--1845, 2010.Google ScholarCross Ref
- H. J. Van den Herik, H. H. L. M. Donkers, and P. H. M. Spronck. Opponent modelling and commercial games. In G. Kendall and S. Lucas, editors, Proceedings of the IEEE 2005 Symposium on Computational Intelligence and Games (CIG'05), pages 15--25, 2005.Google Scholar
- G. Van Lankveld, P. H. M. Spronck, and H. J. Van den Herik. Incongruity-based adaptive game balancing. In H. J. Van den Herik and P. H. M. Spronck, editors, Proceedings of the 12th Advances in Computer Games conference (ACG12), pages 208--220, 2009. Google ScholarDigital Library
- Z. Whalen. Play along-an approach to videogame music. Game Studies, 4(1), 2004.Google Scholar
- G. N. Yannakakis. How to model and augment player satisfaction: A review. In K. Berkling, D. Giuliani, and A. Potamianos, editors, Proceedings of the 1st Workshop on Child, Computer and Interaction (ICMI'08 post-conference workshop), page (Invited paper). ACM Press, Montreal, Canada, oct 2008.Google Scholar
- G. N. Yannakakis and J. Hallam. Towards optimizing entertainment in computer games. Applied Artificial Intelligence, 21(10):933--971, 2007. Google ScholarDigital Library
- G. N. Yannakakis, M. Maragoudakis, and J. Hallam. Preference learning for cognitive modeling: a case study on entertainment preferences. IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans, 39(6):1165--1175, 2009. Google ScholarDigital Library
- G. N. Yannakakis and J. Togelius. Experience-driven procedural content generation. Affective Computing, IEEE Transactions on, 2(3):147--161, 2011. Google ScholarDigital Library
- N. Yee. Motivations for play in online games. CyberPsychology & Behavior, 9(6):772--775, 2006.Google Scholar
- D. Zad, M. Angelides, and H. Agius. Personalise your massively multiplayer online game (mmog) with artemis. Multimedia Systems, pages 1--26, 2012.Google Scholar
- Personalised gaming: a motivation and overview of literature
Recommendations
The individual and the group in console gaming
CSCW '10: Proceedings of the 2010 ACM conference on Computer supported cooperative workIn this paper, we present results from a study of collocated group console gaming. We focus, in particular, on observed gaming practices that emphasized the individual gamer within a gaming group as well as practices that emphasized the gaming group as ...
To Triumph or to Socialize? The Role of Gaming Motivations in Multiplayer Online Battle Arena Gameplay Preferences
BackgroundIndividuals choose to engage in multiple types of online team-based video games. Gameplay options allow for player preferences to shape their gaming experience. Within the multiplayer online battle arena (MOBA) genre, players can decide ...
The effect of leaderboard ranking on players' perception of gaming fun
OCSC'13: Proceedings of the 5th international conference on Online Communities and Social ComputingAlthough fun is desirable in nearly all commercial games, defining it and actually getting it into a game can prove difficult. Developers have added multiplayer features to their games since the beginning of the industry in an attempt to create fun, but ...
Comments