A Framework to Infer Player Experience and Inform Customized Content Generation in Gameful Systems
暂无分享,去创建一个
[1] Jan Marco Leimeister,et al. Does Collaboration among Participants Lead to Better Ideas in IT-Based Idea Competitions? An Empirical Investigation , 2010, HICSS.
[2] Yun-En Liu,et al. Designing Engaging Games Using Bayesian Optimization , 2016, CHI.
[3] Julian Togelius,et al. Experience-Driven Procedural Content Generation , 2011, IEEE Trans. Affect. Comput..
[4] Annapaola Marconi,et al. Player Types and Player Behaviors: Analyzing Correlations in an On-the-field Gamified System , 2018, CHI PLAY.
[5] Chuen-Tsai Sun,et al. Building a player strategy model by analyzing replays of real-time strategy games , 2008, 2008 IEEE International Joint Conference on Neural Networks (IEEE World Congress on Computational Intelligence).
[6] Bruce Phillips,et al. Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems , 2008, CHI.
[7] Juho Hamari,et al. Gamification, quantified-self or social networking? Matching users’ goals with motivational technology , 2018, User Modeling and User-Adapted Interaction.
[8] Julian Togelius,et al. Predicting player behavior in Tomb Raider: Underworld , 2010, Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games.
[9] Alessandro Canossa,et al. Meaning in Gameplay: Filtering Variables, Defining Metrics, Extracting Features and Creating Models for Gameplay Analysis , 2013, Game Analytics, Maximizing the Value of Player Data.
[10] A. Elo. The rating of chessplayers, past and present , 1978 .
[11] Moslem Yousefi,et al. Data-Driven Approaches to Game Player Modeling , 2018, ACM Comput. Surv..
[12] Eric O. Postma,et al. Local Move Prediction in Go , 2002, Computers and Games.
[13] Juho Hamari,et al. Social Motivations To Use Gamification: An Empirical Study Of Gamifying Exercise , 2013, ECIS.
[14] Nick Yee,et al. Motivations for Play in Online Games , 2006, Cyberpsychology Behav. Soc. Netw..
[15] R. Baumeister,et al. The need to belong: desire for interpersonal attachments as a fundamental human motivation. , 1995, Psychological bulletin.
[16] J. Searle. Consciousness and Language: Collective Intentions and Actions , 2002 .
[17] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[18] Darryl Charles,et al. Player-Centred Game Design : Player Modelling and Adaptive Digital Games , 2005 .
[19] Johanna Pirker,et al. Beyond the individual: Understanding social structures of an online player matchmaking website , 2019, Entertain. Comput..
[20] Juho Hamari,et al. The rise of motivational information systems: A review of gamification research , 2019, Int. J. Inf. Manag..
[21] Mark O. Riedl,et al. Collaboration versus competition: Design and evaluation of mechanics for games with a purpose , 2014, FDG.
[22] Stoyan R. Stoyanov,et al. Gamification for health and wellbeing: A systematic review of the literature , 2016, Internet interventions.
[23] Robert A. Sottilare,et al. Automated scenario generation: toward tailored and optimized military training in virtual environments , 2012, FDG.
[24] Marc Busch,et al. The Gamification User Types Hexad Scale , 2016, CHI PLAY.
[25] Alexandru Iosup,et al. Procedural content generation for games: A survey , 2013, TOMCCAP.
[26] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[27] B. J. Fogg,et al. Persuasive computers: perspectives and research directions , 1998, CHI.
[28] Alexander Maedche,et al. How games induce cooperation? A study on the relationship between game features and we-intentions in an augmented reality game , 2017, Comput. Hum. Behav..
[29] S. Michie,et al. The behaviour change wheel: A new method for characterising and designing behaviour change interventions , 2011, Implementation science : IS.
[30] Alessandro Canossa,et al. Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play , 2019, CHI.
[31] Pearl Pu,et al. HealthyTogether: exploring social incentives for mobile fitness applications , 2014, Chinese CHI '14.
[32] Jonathan P. Rowe,et al. Deep Learning-Based Goal Recognition in Open-Ended Digital Games , 2014, AIIDE.
[33] Mark O. Riedl,et al. Skill-based Mission Generation: A Data-driven Temporal Player Modeling Approach , 2012, PCG@FDG.
[34] R. Tuomela. Cooperation as Joint Action , 2011 .
[35] Stefan Greuter,et al. Towards personalised, gamified systems: an investigation into game design, personality and player typologies , 2013, IE.
[36] Marco Antonio Gómez-Martín,et al. Dynamic Difficulty Adjustment in Tetris , 2016, FLAIRS Conference.
[37] Regan L. Mandryk,et al. BrainHex: A neurobiological gamer typology survey , 2014, Entertain. Comput..
[38] K. Glanz,et al. The role of behavioral science theory in development and implementation of public health interventions. , 2010, Annual review of public health.
[39] Philip R. Cohen,et al. Collective Intentions and Actions , 2003 .
[40] Sebastian Deterding,et al. The Lens of Intrinsic Skill Atoms: A Method for Gameful Design , 2015, Hum. Comput. Interact..
[41] Arnav Jhala,et al. Using Data Mining to Model Player Experience , 2011 .
[42] Johanna Pirker,et al. Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny , 2016, ICEC.
[43] E. Deci,et al. The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .