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Volumn 71, Issue , 2007, Pages 175-201

Capturing player enjoyment in computer games

Author keywords

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Indexed keywords


EID: 34347398844     PISSN: 1860949X     EISSN: None     Source Type: Book Series    
DOI: 10.1007/978-3-540-72705-7_8     Document Type: Article
Times cited : (15)

References (39)
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    • Funge, J.D.: Artificial Intelligence for Computer Games. A. K. Peters Ltd, (Wellesley, Massachusetts, USA)
  • 9
    • 0003313411 scopus 로고
    • What makes computer games fun?
    • Malone, T.W.: What makes computer games fun? Byte 6 (1981) 258-277
    • (1981) Byte , vol.6 , pp. 258-277
    • Malone, T.W.1
  • 11
    • 33745255765 scopus 로고    scopus 로고
    • GameFlow: A Model for Evaluating Player Enjoyment in Games
    • Sweetser, P., Wyeth, P.: GameFlow: A Model for Evaluating Player Enjoyment in Games. ACM Computers in Entertainment 3 (2005)
    • (2005) ACM Computers in Entertainment , vol.3
    • Sweetser, P.1    Wyeth, P.2
  • 12
    • 27744436093 scopus 로고    scopus 로고
    • Why we play games: Four keys to more emotion without story
    • Technical report, XEO Design Inc
    • Lazzaro, N.: Why we play games: Four keys to more emotion without story. Technical report, XEO Design Inc. (2004)
    • (2004)
    • Lazzaro, N.1
  • 14
    • 33644929132 scopus 로고    scopus 로고
    • Online Gaming as Emergent Social Media: A Survey
    • Technical report, Media Analysis Laboratory, Simon Fraser University
    • Kline, S., Arlidge, A.: Online Gaming as Emergent Social Media: A Survey. Technical report, Media Analysis Laboratory, Simon Fraser University (2003)
    • (2003)
    • Kline, S.1    Arlidge, A.2
  • 16
    • 34347392355 scopus 로고    scopus 로고
    • Toward the construction of fun computer games: Differences in the views of developers and players
    • Choi, D., Kim, H., Kim, J.: Toward the construction of fun computer games: Differences in the views of developers and players. Personal Technologies 3 (1999) 92-104
    • (1999) Personal Technologies , vol.3 , pp. 92-104
    • Choi, D.1    Kim, H.2    Kim, J.3
  • 20
    • 84904296260 scopus 로고    scopus 로고
    • A metric for entertainment of boardgames: Its implication for evolution of chess variants
    • Nakatsu, R, Hoshino, J, eds, Kluwer
    • Iida, H., Takeshita, N., Yoshimura, J.: A metric for entertainment of boardgames: Its implication for evolution of chess variants. In Nakatsu, R., Hoshino, J., eds.: IWEC2002 Proceedings, Kluwer (2003) 65-72
    • (2003) IWEC2002 Proceedings , pp. 65-72
    • Iida, H.1    Takeshita, N.2    Yoshimura, J.3
  • 23
    • 33745834345 scopus 로고    scopus 로고
    • Towards Capturing and Enhancing Entertainment in Computer Games
    • Proceedings of the 4th Hellenic Conference on Artificial Intelligence, Heraklion, Greece, Springer-Verlag
    • Yannakakis, G.N., Hallam, J.: Towards Capturing and Enhancing Entertainment in Computer Games. In: Proceedings of the 4th Hellenic Conference on Artificial Intelligence, Lecture Notes in Artificial Intelligence. Volume 3955., Heraklion, Greece, Springer-Verlag (2006) 432-442
    • (2006) Lecture Notes in Artificial Intelligence , vol.3955 , pp. 432-442
    • Yannakakis, G.N.1    Hallam, J.2
  • 25
    • 34347378508 scopus 로고    scopus 로고
    • An adaptive methodology for synthesising Mobile Phone Games using Genetic Algorithms
    • Edinburgh, UK
    • Verma, M.A., McOwan, P.W.: An adaptive methodology for synthesising Mobile Phone Games using Genetic Algorithms. In: Congress on Evolutionary Computation (CEC-05), Edinburgh, UK (2005) 528-535
    • (2005) Congress on Evolutionary Computation (CEC-05) , pp. 528-535
    • Verma, M.A.1    McOwan, P.W.2
  • 28
    • 33750049642 scopus 로고    scopus 로고
    • Capturing Entertainment through Heart-rate Dynamics in the Playware Playground
    • Proceedings of the 5th International Conference on Entertainment Computing, Cambridge, UK, Springer-Verlag
    • Yannakakis, G.N., Hallam, J., Lund, H.H.: Capturing Entertainment through Heart-rate Dynamics in the Playware Playground. In: Proceedings of the 5th International Conference on Entertainment Computing, Lecture Notes in Computer Science. Volume 4161., Cambridge, UK, Springer-Verlag (2006) 314-317
    • (2006) Lecture Notes in Computer Science , vol.4161 , pp. 314-317
    • Yannakakis, G.N.1    Hallam, J.2    Lund, H.H.3
  • 31
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    • A generic approach for generating interesting interactive pac-man opponents
    • Kendall, G, Lucas, S, eds, Essex University, Colchester, UK
    • Yannakakis, G.N., Hallam, J.: A generic approach for generating interesting interactive pac-man opponents. In Kendall, G., Lucas, S., eds.: Proceedings of the IEEE Symposium on Computational Intelligence and Games, Essex University, Colchester, UK (2005) 94-101
    • (2005) Proceedings of the IEEE Symposium on Computational Intelligence and Games , pp. 94-101
    • Yannakakis, G.N.1    Hallam, J.2
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    • Player modeling impact on player's entertainment in computer games
    • Proceedings of the 10th International Conference on User Modeling;, Edinburgh, Springer-Verlag
    • Yannakakis, G.N., Maragoudakis, M.: Player modeling impact on player's entertainment in computer games. In: Proceedings of the 10th International Conference on User Modeling; Lecture Notes in Computer Science. Volume 3538., Edinburgh, Springer-Verlag (2005) 74-78
    • (2005) Lecture Notes in Computer Science , vol.3538 , pp. 74-78
    • Yannakakis, G.N.1    Maragoudakis, M.2
  • 33
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    • A Generic Approach for Obtaining Higher Entertainment in Predator/Prey Computer Games
    • Yannakakis, G.N., Hallam, J.: A Generic Approach for Obtaining Higher Entertainment in Predator/Prey Computer Games. Journal of Game Development 1 (2005) 23-50
    • (2005) Journal of Game Development , vol.1 , pp. 23-50
    • Yannakakis, G.N.1    Hallam, J.2
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    • Evolving artificial neural networks
    • Yao, X.: Evolving artificial neural networks. In: Proceedings of the IEEE. Volume 87. (1999) 1423-1447
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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.