TY - GEN
T1 - Personalised gaming
T2 - 8th Australasian Conference on Interactive Entertainment: Playing the System, IE 2012
AU - Bakkes, Sander
AU - Tan, Chek Tien
AU - Pisan, Yusuf
N1 - Copyright:
Copyright 2012 Elsevier B.V., All rights reserved.
PY - 2012
Y1 - 2012
N2 - 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.
AB - 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.
KW - adaptation
KW - personalisation
KW - player modelling
KW - video games
UR - http://www.scopus.com/inward/record.url?scp=84865328444&partnerID=8YFLogxK
U2 - 10.1145/2336727.2336731
DO - 10.1145/2336727.2336731
M3 - Conference contribution
AN - SCOPUS:84865328444
SN - 9781450314107
T3 - ACM International Conference Proceeding Series
BT - Playing the System - IE 2012, Proceedings of the 8th Australasian Conference on Interactive Entertainment
Y2 - 21 July 2012 through 22 July 2012
ER -