Defining virtual reality: dimensions determining telepresence
Communication in the age of virtual reality
About a framework for information and information processing of learning systems
Proceedings of the IFIP international working conference on Information system concepts: Towards a consolidation of views
A person-artefact-task (PAT) model of flow antecedents in computer-mediated environments
International Journal of Human-Computer Studies - Special issue on HCI and MIS
Using frustration in the design of adaptive videogames
Proceedings of the 2004 ACM SIGCHI International Conference on Advances in computer entertainment technology
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
21st Century Game Design (Game Development Series)
21st Century Game Design (Game Development Series)
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Personalised gaming: a motivation and overview of literature
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
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This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.