2010
DOI: 10.1007/978-3-642-14533-9_45
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Personalized, Adaptive Digital Educational Games Using Narrative Game-Based Learning Objects

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Cited by 39 publications
(20 citation statements)
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“…During the second phase, the player profile was used to predict which story events will be more relevant for the player. Göbel, Wendel, Ritter, and Steinmetz (2010) used a similar approach to adapt the learning contents, the game elements and the scenario of a learning game. Their model was based on Bartle's player types.…”
Section: Relating Gaming Features and The Player Modelmentioning
confidence: 99%
See 1 more Smart Citation
“…During the second phase, the player profile was used to predict which story events will be more relevant for the player. Göbel, Wendel, Ritter, and Steinmetz (2010) used a similar approach to adapt the learning contents, the game elements and the scenario of a learning game. Their model was based on Bartle's player types.…”
Section: Relating Gaming Features and The Player Modelmentioning
confidence: 99%
“…We proposed a player model based on the BrainHex typology as well as adaptation rules and formulae for selecting the gaming features most adapted to the learners' player profile. Considering the player model, the majority of existing works on adaptation in games are based on Bartle's typology (Challco, Moreira, Mizoguchi, & Isotani, 2014;Gil, Cantador, & Marczewski, 2015;Göbel et al, 2010) although this typology is specific to MMORPG. As gamification can be applied to any non-game contexts (Deterding et al, 2011), the use of more generic classifications is required.…”
Section: Implications For Practicementioning
confidence: 99%
“…Some research focuses on personalisation via broad player types. For example, Göbel et al (2010) deploy a variation of Bartle's model (killer, achiever, socialiser, and explorer) which is updated as the player makes decisions, while Holmes et al (2015) use game state changes and visual, auditory or haptic player feedback resulting from player interactions with the game mechanics to help determine players as disruptors, free spirits, achievers, players, socialisers, or philanthropists and promote certain behaviour changes. Ferro et al (2013) derive relationships between player types, personality types and traits, and game elements and game mechanics.…”
Section: Personalisation In Gamesmentioning
confidence: 99%
“…80 Days [13] is a promising research project of narrative-based educational game with adaptive behaviour. It is an ongoing project in which the player helps an alien, Feon, to write a travel guide about planet Earth.…”
Section: B Related Workmentioning
confidence: 99%