-
1
-
-
44649190312
-
Automatic computer game balancing: A reinforcement learning approach
-
ANDRADE, G., RAMALHO, G., SANTANA, H., AND CORRUBLE, V. 2005. Automatic computer game balancing: a reinforcement learning approach. In Proceedings of the Fourth international Joint Conference on Autonomous Agents and Multiagent Systems, 1111-1112.
-
(2005)
Proceedings of the Fourth International Joint Conference on Autonomous Agents and Multiagent Systems
, pp. 1111-1112
-
-
Andrade, G.1
Ramalho, G.2
Santana, H.3
Corruble, V.4
-
3
-
-
33947679371
-
Flow in games (and everything else)
-
CHEN, J. 2007. Flow in games (and everything else). Commun. ACM 50, 4, 31-34.
-
(2007)
Commun. ACM
, vol.50
, Issue.4
, pp. 31-34
-
-
Chen, J.1
-
5
-
-
57649171393
-
Tracking real-time user experience (TRUE): A comprehensive instrumentation solution for complex systems
-
ACM, New York, NY, USA
-
KIM, J. H., GUNN, D. V., SCHUH, E., PHILLIPS, B., PAGULAYAN, R. J., AND WIXON, D. 2008. Tracking real-time user experience (TRUE): a comprehensive instrumentation solution for complex systems. In CHI '08: Proceeding of the twentysixth annual SIGCHI conference on Human factors in computing systems, ACM, New York, NY, USA, 443-452.
-
(2008)
CHI '08: Proceeding of the Twentysixth Annual SIGCHI Conference on Human Factors in Computing Systems
, pp. 443-452
-
-
Kim, J.H.1
Gunn, D.V.2
Schuh, E.3
Phillips, B.4
Pagulayan, R.J.5
Wixon, D.6
-
6
-
-
27744436093
-
Why we play games: Four keys to more emotion without story (XEODesign Inc.)
-
LAZZARO, N. 2004. Why we play games: Four keys to more emotion without story (XEODesign Inc.), http://www.xeodesign.com/xeodesign-whyweplaygames.pdf. InGame Developers Conference (GDC).
-
(2004)
InGame Developers Conference (GDC)
-
-
Lazzaro, N.1
-
8
-
-
57349129032
-
Using coevolution to understand and validate game balance in continuous games
-
LEIGH, R., SCHONFELD, J., AND LOUIS, S. J. 2008. Using coevolution to understand and validate game balance in continuous games. In Proceedings of the 10th Annual Conference on Genetic and Evolutionary Computation, 1563-1570.
-
(2008)
Proceedings of the 10th Annual Conference on Genetic and Evolutionary Computation
, pp. 1563-1570
-
-
Leigh, R.1
Schonfeld, J.2
Louis, S.J.3
-
11
-
-
77956297381
-
Player types and quality perceptions: A social cognitive theory based model to predict video game playing
-
WEBER, R., AND SHAW, F. 2009. Player types and quality perceptions: a social cognitive theory based model to predict video game playing. International Journal of Gaming and Computer- Mediated Simulations 1, 1, 66-89.
-
(2009)
International Journal of Gaming and Computer- Mediated Simulations
, vol.1
, Issue.1
, pp. 66-89
-
-
Weber, R.1
Shaw, F.2
-
12
-
-
33745434436
-
The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments
-
YEE, N. 2006. The demographics, motivations and derived experiences of users of massively-multiuser online graphical environments. PRESENCE: Teleoperators and Virtual Environments 15, 3, 309-329.
-
(2006)
PRESENCE: Teleoperators and Virtual Environments
, vol.15
, Issue.3
, pp. 309-329
-
-
Yee, N.1
-
13
-
-
84892465174
-
O' game, can you feel my frustration?: Improving user's gaming experience via stresscam
-
YUN, C., SHASTRI, D., PAVLIDIS, I., AND DENG, Z. 2009. O' game, can you feel my frustration?: improving user's gaming experience via stresscam. In Proceedings of the 27th international Conference on Human Factors in Computing Systems, 2195-2204.
-
(2009)
Proceedings of the 27th International Conference on Human Factors in Computing Systems
, pp. 2195-2204
-
-
Yun, C.1
Shastri, D.2
Pavlidis, I.3
Deng, Z.4
|