Personalised gaming: A motivation and overview of literature

Sander Bakkes*, Chek Tien Tan, Yusuf Pisan

*Corresponding author for this work

Research output: Chapter in Book/Report/Conference proceedingConference contributionAcademicpeer-review

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.

Original languageEnglish
Title of host publicationPlaying the System - IE 2012, Proceedings of the 8th Australasian Conference on Interactive Entertainment
DOIs
Publication statusPublished - 2012
Event8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012 - Auckland, New Zealand
Duration: 21 Jul 201222 Jul 2012

Publication series

NameACM International Conference Proceeding Series

Conference

Conference8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012
Country/TerritoryNew Zealand
CityAuckland
Period21/07/1222/07/12

Keywords

  • adaptation
  • personalisation
  • player modelling
  • video games

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