2014
DOI: 10.1016/j.entcom.2014.09.002
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Video game personalisation techniques: A comprehensive survey

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Cited by 46 publications
(24 citation statements)
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“…Adaptivity has also been used to make games more challenging, engaging and fun as well as to increase replayability (Li et al, 2014;Ibanez and Delgado-Mata, 2011;Sweetser and Wyeth, 2005). However, as noted in the comprehensive survey by Karpinskyj et al (2014), there is still a lack of empirical evidence related to the effect of adaptivity in player experience. Doukianou et al (2014) has also noted the limited empirical evidence in games-based learning particularly to assess human attributes and behaviours.…”
Section: Definition Of Adaptivity and Adaptabilitymentioning
confidence: 95%
“…Adaptivity has also been used to make games more challenging, engaging and fun as well as to increase replayability (Li et al, 2014;Ibanez and Delgado-Mata, 2011;Sweetser and Wyeth, 2005). However, as noted in the comprehensive survey by Karpinskyj et al (2014), there is still a lack of empirical evidence related to the effect of adaptivity in player experience. Doukianou et al (2014) has also noted the limited empirical evidence in games-based learning particularly to assess human attributes and behaviours.…”
Section: Definition Of Adaptivity and Adaptabilitymentioning
confidence: 95%
“…Personalization is the customisation of content and services based on a prediction of what users wants. Common examples of personalization can be found on websites that recommend news items or products based on the past behaviour of users or the similar behaviour of other users (Karpinskyj, Zambetta, & Cavedon, 2014). Personalization of e-learning allows optimal adaptation to users' requirements, which increases their satisfaction.…”
Section: Resultsmentioning
confidence: 99%
“…cost, size, and colour of a car) in an exchange. Bakkes et al (2012) and Karpinskyj et al (2014) survey methods for player modelling in commercial video games, where the purpose of modelling is to improve the playing strength of game AI as well as player satisfaction. Pourmehr and Dadkhah (2012) provide an overview of modelling methods used in 2D simulated robot soccer, in which two teams of agents compete in a soccer match.…”
Section: Related Surveysmentioning
confidence: 99%