2012
DOI: 10.1007/978-3-642-29178-4_25
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On Modeling, Evaluating and Increasing Players’ Satisfaction Quantitatively: Steps towards a Taxonomy

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Cited by 5 publications
(2 citation statements)
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“…This high satisfaction can be achieved via the automated adaptation of the game in response to the player's needs [7] using computational intelligence (CI) techniques. Traditionally, CI has been applied to generate strategies that define the behaviour of the non-player characters (NPC), but it can be also applied to many other aspects of game development such as computational narratives, player modelling, learning in games, intelligent camera control, and procedure content generation (PCG), among other -see [6].…”
Section: Introductionmentioning
confidence: 99%
“…This high satisfaction can be achieved via the automated adaptation of the game in response to the player's needs [7] using computational intelligence (CI) techniques. Traditionally, CI has been applied to generate strategies that define the behaviour of the non-player characters (NPC), but it can be also applied to many other aspects of game development such as computational narratives, player modelling, learning in games, intelligent camera control, and procedure content generation (PCG), among other -see [6].…”
Section: Introductionmentioning
confidence: 99%
“…However, the generated maps lacked aesthetics (for example, maps with all their planets clustered in a small region, see Figure 2), which is an interesting feature apart from the fun that may lead to increase the player satisfaction. It turns out that fun and aesthetics are two complementary ways of achieving the same goal [27]. Moreover, non-aesthetic maps may confuse the player, reducing his/her satisfaction or even leading him/her to stop playing the game.…”
Section: B Introducing Aestheticsmentioning
confidence: 99%