2011
DOI: 10.1109/tciaig.2011.2152841
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Adaptivity Challenges in Games and Simulations: A Survey

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Cited by 179 publications
(102 citation statements)
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“…Prominent examples are serious games (1) and intelligent tutoring systems (2) . The attraction of using games and learning environments for training is that they can be augmented with dynamic difficulty adaptation that is able to adapt tasks to users' requirements in a personalized manner (3) , which can improve their functional effect (4) . The design of computer-based games and learning environments is driven by two, sometimes conflicting goals: to make the games performance-oriented, and also to make them enjoyable.…”
Section: Introductionmentioning
confidence: 99%
“…Prominent examples are serious games (1) and intelligent tutoring systems (2) . The attraction of using games and learning environments for training is that they can be augmented with dynamic difficulty adaptation that is able to adapt tasks to users' requirements in a personalized manner (3) , which can improve their functional effect (4) . The design of computer-based games and learning environments is driven by two, sometimes conflicting goals: to make the games performance-oriented, and also to make them enjoyable.…”
Section: Introductionmentioning
confidence: 99%
“…One of the goals of both the entertainment and serious games is adaptivity and dynamic content generation [8,19], in order to efficiently balance the game flow and thus avoid frustration and/or boredom. In our game this is achieved by allowing the user to skip to the next page without being forced to answer the higher-level questions.…”
Section: Questionmentioning
confidence: 99%
“…In order to define the characteristics that need to be taken into account in an adaptive educational game, one should first define the purpose of adaptivity, or the motivation for steering adaptivity (Lopes & Bidarra, 2011). Several purposes of adaptivity in an educational game can be mentioned: to improve (the efficiency of) learning (gains); to improve transfer of knowledge to situations outside the gaming context; to optimize challenge, fun, etc.…”
Section: Source Of Adaptation ("Adapt To What?")mentioning
confidence: 99%
“…This has also been labeled as the recipient(s) of adaptivity (Lopes & Bidarra, 2011) because the targets or recipients are elements in the game environment that can be adjusted based on the inferred game state for an individual player or a group of players. Targets or recipients of adaptivity include:…”
Section: Game States As Input For Adaptive Instructionmentioning
confidence: 99%