A Statistical Analysis of Player Improvement and Single-Player High Scores
暂无分享,去创建一个
[1] Gillian Smith. Computers as Design Collaborators: Interacting with Mixed - Initiative Tools , 2011 .
[2] Leonard Reinecke,et al. The Pleasures of Success: Game-Related Efficacy Experiences as a Mediator Between Player Performance and Game Enjoyment , 2011, Cyberpsychology Behav. Soc. Netw..
[3] Mark J. Nelson. Game Metrics Without Players: Strategies for Understanding Game Artifacts , 2011, Artificial Intelligence in the Game Design Process.
[4] Julian Togelius,et al. Experience-Driven Procedural Content Generation , 2011, IEEE Trans. Affect. Comput..
[5] Eric P. Smith,et al. An Introduction to Statistical Modeling of Extreme Values , 2002, Technometrics.
[6] Jesse Schell,et al. The Art of Game Design: A book of lenses , 2019 .
[7] Jan R. Magnus,et al. Records in Athletics Through Extreme-Value Theory , 2006 .
[8] Regan L. Mandryk,et al. Manipulating Leaderboards to Induce Player Experience , 2015, CHI PLAY.
[9] Katherine Campbell. Statistical Analysis of Extreme Values , 2002, Technometrics.
[10] Heather Desurvire,et al. Using heuristics to evaluate the playability of games , 2004, CHI EA '04.
[11] Anne Sullivan,et al. An inclusive view of player modeling , 2011, FDG.
[12] Juho Hamari,et al. Does Gamification Work? -- A Literature Review of Empirical Studies on Gamification , 2014, 2014 47th Hawaii International Conference on System Sciences.
[13] George Skaff Elias,et al. Characteristics of Games , 2012 .
[14] Andrew Nealen,et al. Exploring Game Space Using Survival Analysis , 2015, FDG.
[15] Andy Nealen,et al. Comparing Player Skill, Game Variants, and Learning Rates Using Survival Analysis , 2021, Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment.
[16] Norman E. Lane. Skill Acquisition Rates and Patterns , 1987 .