Probabilistic opponent-model search
Information Sciences: an International Journal - Heuristic Search and Computer Game Playing
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Narrative as Virtual Reality: Immersion and Interactivity in Literature and Electronic Media
Admissibility in opponent-model search
Information Sciences—Informatics and Computer Science: An International Journal - Special issue: Heuristic search and computer game playing III
Dynamic response: real-time adaptation for music emotion
Proceedings of the second Australasian conference on Interactive entertainment
CHI '06 Extended Abstracts on Human Factors in Computing Systems
The soundtrack of your mind: mind music - adaptive audio for game characters
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Artificial Intelligence for Games (The Morgan Kaufmann Series in Interactive 3D Technology)
Chris Crawford on Interactive Storytelling (New Riders Games)
Chris Crawford on Interactive Storytelling (New Riders Games)
Fundamentals of Game Design (Game Design and Development Series)
Fundamentals of Game Design (Game Design and Development Series)
Rules of Play: Game Design Fundamentals
Rules of Play: Game Design Fundamentals
Game play schemas: from player analysis to adaptive game mechanics
Proceedings of the 2006 international conference on Game research and development
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
TOWARDS OPTIMIZING ENTERTAINMENT IN COMPUTER GAMES
Applied Artificial Intelligence
AI*IA '07 Proceedings of the 10th Congress of the Italian Association for Artificial Intelligence on AI*IA 2007: Artificial Intelligence and Human-Oriented Computing
ECCBR '08 Proceedings of the 9th European conference on Advances in Case-Based Reasoning
Adaptive Educational Games: Providing Non-invasive Personalised Learning Experiences
DIGITEL '08 Proceedings of the 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning
Rhythm-based level generation for 2D platformers
Proceedings of the 4th International Conference on Foundations of Digital Games
Transfer learning in real-time strategy games using hybrid CBR/RL
IJCAI'07 Proceedings of the 20th international joint conference on Artifical intelligence
Preference learning for cognitive modeling: a case study on entertainment preferences
IEEE Transactions on Systems, Man, and Cybernetics, Part A: Systems and Humans
Personality and enjoyment of computer game play
Computers in Industry
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Towards multiobjective procedural map generation
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Customization, immersion satisfaction, and online gamer loyalty
Computers in Human Behavior
The 'interactive' of interactive storytelling: customizing the gaming experience
ICEC'10 Proceedings of the 9th international conference on Entertainment computing
Personalized, adaptive digital educational games using narrative game-based learning objects
Edutainment'10 Proceedings of the Entertainment for education, and 5th international conference on E-learning and games
Scalable personalization of interactive experiences through creative automation
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Experience-Driven Procedural Content Generation
IEEE Transactions on Affective Computing
User-system-experience model for user centered design in computer games
AH'06 Proceedings of the 4th international conference on Adaptive Hypermedia and Adaptive Web-Based Systems
Learning to win: case-based plan selection in a real-time strategy game
ICCBR'05 Proceedings of the 6th international conference on Case-Based Reasoning Research and Development
An inclusive view of player modeling
Proceedings of the 6th International Conference on Foundations of Digital Games
Incongruity-based adaptive game balancing
ACG'09 Proceedings of the 12th international conference on Advances in Computer Games
Believable agents and intelligent story adaptation for interactive storytelling
TIDSE'06 Proceedings of the Third international conference on Technologies for Interactive Digital Storytelling and Entertainment
Imagining new design spaces for interactive digital storytelling
ICIDS'11 Proceedings of the 4th international conference on Interactive Digital Storytelling
Hi-index | 0.00 |
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.