What makes things fun to learn? heuristics for designing instructional computer games
SIGSMALL '80 Proceedings of the 3rd ACM SIGSMALL symposium and the first SIGPC symposium on Small systems
GameFlow: a model for evaluating player enjoyment in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Turing's test and believable AI in games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Evolutionary Multi-Objective Optimization: Current State and Future Challenges
HIS '05 Proceedings of the Fifth International Conference on Hybrid Intelligent Systems
Flow in games (and everything else)
Communications of the ACM
Multi-sensory game interface improves player satisfaction but not performance
AUIC '08 Proceedings of the ninth conference on Australasian user interface - Volume 76
Player Performance, Satisfaction, and Video Game Enjoyment
ICEC '09 Proceedings of the 8th International Conference on Entertainment Computing
Utilization of evolutionary algorithms for making COMMONS GAME much more exciting
KES'10 Proceedings of the 14th international conference on Knowledge-based and intelligent information and engineering systems: Part III
Design of emergent and adaptive virtual players in a war RTS game
IWINAC'11 Proceedings of the 4th international conference on Interplay between natural and artificial computation - Volume Part I
Decision tree-based algorithms for implementing bot AI in UT2004
IWINAC'11 Proceedings of the 4th international conference on Interplay between natural and artificial computation - Volume Part I
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
Player modeling: Towards a common taxonomy
CGAMES '11 Proceedings of the 2011 16th International Conference on Computer Games
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This paper shows the results of a review about modeling, evaluating and increasing players' satisfaction in computer games. The paper starts discussing the main stages of development of quantitative solutions, and then it tries to propose a taxonomy that represents the most common trends. In the first part of this paper we take as base some approaches that were already described in the literature for quantitatively capturing and increasing the real-time entertainment value in computer games. In a second part we analyze the stage in which the game's environment is adapted in response to player needs, and the main trends on this theme are discussed.