메뉴 건너뛰기




Volumn , Issue , 2010, Pages 258-267

The evolution of fun: Automatic level design through challenge modeling

Author keywords

[No Author keywords available]

Indexed keywords

CREATION PROCESS; FITNESS FUNCTIONS; GAME DESIGN; GENERATIVE SYSTEMS; GENERIC MODELS; HIGH LEVEL DESCRIPTION; LEVEL DESIGN; RULE-BASED APPROACH; VIDEO GAME;

EID: 80051939031     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: None     Document Type: Conference Paper
Times cited : (25)

References (28)
  • 3
    • 84866034839 scopus 로고    scopus 로고
    • Sony Computer Entertainment
    • Matsuura, M.: Vib-Ribbon. Sony Computer Entertainment (1999)
    • (1999) Vib-ribbon
    • Matsuura, M.1
  • 9
    • 64549136654 scopus 로고    scopus 로고
    • Incorporating characteristics of human creativity into an evolutionary art algorithm
    • Dipaola, S., Gabora, L.: Incorporating characteristics of human creativity into an evolutionary art algorithm. Genetic Programming and Evolvable Machines 10(2) (2009) 97-110
    • (2009) Genetic Programming and Evolvable Machines , vol.10 , Issue.2 , pp. 97-110
    • Dipaola, S.1    Gabora, L.2
  • 10
    • 21444447611 scopus 로고    scopus 로고
    • Evolutionary computation and structural design: A survey of the state-of-the-art
    • Kicinger, R., Arciszewski, T., Jong, K.D.: Evolutionary computation and structural design: A survey of the state-of-the-art. Computers & Structures 83(23-24) (2005) 1943-1978
    • (2005) Computers & Structures , vol.83 , Issue.23-24 , pp. 1943-1978
    • Kicinger, R.1    Arciszewski, T.2    Jong, K.D.3
  • 17
    • 0009495019 scopus 로고
    • A structural-phenomenology of play
    • Kerr, J.H., Apter, M.J., eds. Swets and Zeitlinger, Amsterdam
    • Apter, M.J.: A structural-phenomenology of play. In Kerr, J.H., Apter, M.J., eds.: Adult Play: A Reversal Theory Approach. Swets and Zeitlinger, Amsterdam (1991) 18-20
    • (1991) Adult Play: A Reversal Theory Approach , pp. 18-20
    • Apter, M.J.1
  • 19
    • 79959061364 scopus 로고    scopus 로고
    • Fourteen forms of fun
    • October 12
    • Garneau, P.A.: Fourteen forms of fun. Gamasutra. October 12 (2001)
    • (2001) Gamasutra
    • Garneau, P.A.1
  • 20
    • 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. Comput. Entertain. 3(3) (2005) 3
    • (2005) Comput. Entertain , vol.3 , Issue.3 , pp. 3
    • Sweetser, P.1    Wyeth, P.2
  • 27
    • 85145530019 scopus 로고    scopus 로고
    • Fear of failing? The many meanings of difficulty in video games
    • Yao, X., Burke, E., Lozano, J.A., Smith, J., Merelo-Guervs, J.J., Bullinaria, J.A., Rowe, J., Tino, P., Kabn, A., Schwefel, H.P., eds. Routledge, New York
    • Juul, J.: Fear of failing? the many meanings of difficulty in video games. In Yao, X., Burke, E., Lozano, J.A., Smith, J., Merelo-Guervs, J.J., Bullinaria, J.A., Rowe, J., Tino, P., Kabn, A., Schwefel, H.P., eds.: The Video Game Theory Reader 2. Routledge, New York (2009) 237-252
    • (2009) The Video Game Theory Reader , vol.2 , pp. 237-252
    • Juul, J.1
  • 28
    • 79958176812 scopus 로고    scopus 로고
    • Understanding fun - The theory of natural funativity
    • Rabin, S., ed. Charles River Media, Boston
    • Falstein, N.: Understanding fun-the theory of natural funativity. In Rabin, S., ed.: Introduction to Game Development. Charles River Media, Boston (2005) 71-98
    • (2005) Introduction to Game Development , pp. 71-98
    • Falstein, N.1


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.