Player Balancing for FIrst-Person Shooter Games
暂无分享,去创建一个
[1] Ehud Sharlin,et al. Predictive interaction using the delphian desktop , 2005, UIST.
[2] John Harold Feil,et al. Beginning Game Level Design , 2005 .
[3] Carl Gutwin,et al. Now You Can Compete With Anyone: Balancing Players of Different Skill Levels in a First-Person Shooter Game , 2015, CHI.
[4] Michael A. Hogg,et al. Introduction to Social Psychology , 2002 .
[5] Alan J. Dix,et al. Affective Videogames and Modes of Affective Gaming: Assist Me, Challenge Me, Emote Me (ACE) , 2005, DiGRA Conference.
[6] Matthew K. Miller,et al. Effects of balancing for physical abilities on player performance, experience and self-esteem in exergames , 2014, CHI.
[7] R A Abrams,et al. Optimality in human motor performance: ideal control of rapid aimed movements. , 1988, Psychological review.
[8] Tracy Fullerton,et al. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, Third Edition , 2014 .
[9] Christoph Klimmt,et al. Experimental Evidence for Suspense as Determinant of Video Game Enjoyment , 2009, Cyberpsychology Behav. Soc. Netw..
[10] Christoph Klimmt,et al. Explaining the enjoyment of playing video games: the role of competition , 2003, ICEC.
[11] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[12] Peta Wyeth,et al. The effect of multiplayer dynamic difficulty adjustment on the player experience of video games , 2014, CHI Extended Abstracts.
[13] Andrew K. Przybylski,et al. A Motivational Model of Video Game Engagement , 2010 .
[14] Rafael Ballagas,et al. Brothers and sisters at play: exploring game play with siblings , 2012, CSCW.
[15] Carl Gutwin,et al. The effectiveness (or lack thereof) of aim-assist techniques in first-person shooter games , 2014, CHI.
[16] E. Deci,et al. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.
[17] M. Csíkszentmihályi,et al. The Importance of Challenge for the Enjoyment of Intrinsically Motivated, Goal-Directed Activities , 2012, Personality & social psychology bulletin.
[18] Krishna Bharat,et al. Making computers easier for older adults to use: area cursors and sticky icons , 1997, CHI.
[19] Stephen Cossell,et al. Thoughts on adjusting perceived difficulty in games , 2009 .
[20] Katie Salen,et al. Rules of play: game design fundamentals , 2003 .
[21] David R. Flatla,et al. Calibration games: making calibration tasks enjoyable by adding motivating game elements , 2011, UIST.
[22] Renaud Blanch,et al. Semantic pointing: improving target acquisition with control-display ratio adaptation , 2004, CHI.
[23] William V. Wright,et al. A Theory of Fun for Game Design , 2004 .
[24] Robin Hunicke,et al. The case for dynamic difficulty adjustment in games , 2005, ACE '05.
[25] Carl Gutwin,et al. Improving player balancing in racing games , 2014, CHI PLAY.
[26] Richard F. Paige,et al. A Novel Approach to the Detection of Cheating in Multiplayer Online Games , 2007, 12th IEEE International Conference on Engineering Complex Computer Systems (ICECCS 2007).
[27] Frans Mäyrä,et al. Fundamental Components of the Gameplay Experience: Analysing Immersion , 2005, DiGRA Conference.
[28] T. C. Nicholas Graham,et al. Design of an exergaming station for children with cerebral palsy , 2012, CHI.
[29] Carl Gutwin,et al. Perceptibility and utility of sticky targets , 2008, Graphics Interface.
[30] Susumu Harada,et al. The angle mouse: target-agnostic dynamic gain adjustment based on angular deviation , 2009, CHI.
[31] Renaud Blanch,et al. Object Pointing: A Complement to Bitmap Pointing in GUIs , 2004, Graphics Interface.
[32] I. Scott MacKenzie,et al. ISO 9241-9 evaluation of video game controllers , 2009, Graphics Interface.
[33] Tom Minka,et al. TrueSkillTM: A Bayesian Skill Rating System , 2006, NIPS.
[34] Andy Cockburn,et al. Improving the Acquisition of Small Targets , 2004 .
[35] Michael W. Kroff,et al. Unraveling consumer suspense: The role of hope, fear, and probability fluctuations , 2012 .
[36] Bonnie A. Nardi,et al. Strangers and friends: collaborative play in world of warcraft , 2006, CSCW '06.
[37] P. Fitts. The information capacity of the human motor system in controlling the amplitude of movement. , 1954, Journal of experimental psychology.
[38] Christoph Klimmt,et al. Player Performance, Satisfaction, and Video Game Enjoyment , 2009, ICEC.
[39] Jacob O. Wobbrock,et al. Enhanced area cursors: reducing fine pointing demands for people with motor impairments , 2010, UIST.
[40] Paul Kabbash,et al. The “prince” technique: Fitts' law and selection using area cursors , 1995, CHI '95.
[41] Jean-Daniel Fekete,et al. Semantic pointing for object picking in complex 3D environments , 2008, Graphics Interface.
[42] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[43] Regan L. Mandryk,et al. BrainHex: A neurobiological gamer typology survey , 2014, Entertain. Comput..