Proceedings of the 8th Australasian Conference on Interactive Entertainment: Playing the System 2012
DOI: 10.1145/2336727.2336731
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Personalised gaming

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 overv… Show more

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Cited by 73 publications
(31 citation statements)
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“…A topic that has recently gained a ention is understanding how to personalize these gameful persuasive applications. Results have shown the higher value of personalized over generic approaches in user interface (UI) design [3,44], persuasive technologies [31,33], and games [5,14,50,53]. However, the study of personalized gami cation is still in its infancy and publications so far have been mostly theoretical, for example, focusing on identifying di erent personality traits or preferences for personalization [29,52,64].…”
Section: Introductionmentioning
confidence: 99%
“…A topic that has recently gained a ention is understanding how to personalize these gameful persuasive applications. Results have shown the higher value of personalized over generic approaches in user interface (UI) design [3,44], persuasive technologies [31,33], and games [5,14,50,53]. However, the study of personalized gami cation is still in its infancy and publications so far have been mostly theoretical, for example, focusing on identifying di erent personality traits or preferences for personalization [29,52,64].…”
Section: Introductionmentioning
confidence: 99%
“…Indeed, the perspective of AI researchers to increase the engagement and enjoyment of the player is one that is consistent with the perspective of game designers [2], i.e., personalisation methods are regarded as instrumental for achieving industry ambitions [6]. Tailoring the game experience to the individual player particularly benefits from the use of player models, and requires components that use these models to adapt part of the game [7].…”
Section: Game Personalisationmentioning
confidence: 99%
“…Our research follows the emerging trend of employing AI methods for adapting the game environment itself (as opposed to, more typically, adapting the behaviour of the game characters) [7]. In our investigation, we choose to focus on personalising the game space to the individual player with respect to experienced challenge 1 ; it can be considered an instantiation of experience-driven procedural content generation (EDPCG) [8].…”
Section: Game Personalisationmentioning
confidence: 99%
“…The effectiveness of personalized systems over "one-size-fits-all" approaches also applies to interactive systems in general. For example, the efficacy of personalization has been shown in personality-targeted user interface design [12], persuasive technology [8,9] and games [1,3,15]. Personalization has been investigated along several dimensions, such as personality [12], cognitive abilities [4], gender [16], persuadability (the susceptibility to persuasive strategies, [10]) as well as player types [15] and gamification user types [11].…”
Section: Introductionmentioning
confidence: 99%