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Volumn , Issue , 2012, Pages 76-80

Software design patterns for enabling auto dynamic difficulty in video games

Author keywords

auto dynamic difficulty; game balancing; software design pattern

Indexed keywords

AD HOC APPROACH; AUTO DYNAMIC DIFFICULTY; DESIGN PATTERNS; GAME BALANCING; LEVEL OF DIFFICULTIES; PROOF OF CONCEPT; PROTOTYPE SYSTEM; REAL TIME; SOFTWARE DESIGN PATTERNS; VIDEO GAME;

EID: 84869028393     PISSN: None     EISSN: None     Source Type: Conference Proceeding    
DOI: 10.1109/CGames.2012.6314555     Document Type: Conference Paper
Times cited : (8)

References (10)
  • 1
    • 84868157894 scopus 로고    scopus 로고
    • Online publication in CNN, August 17, Retrieved from: Last accessed: July 04, 2012.
    • B. Snow, "Why most people don't finish video games," Online publication in CNN, August 17, 2011. Retrieved from: http://www.cnn.com/2011/ TECH/gaming.gadgets/08/17/finishing.videogames.snow/. Last accessed: July 04, 2012.
    • (2011) Why Most People Don't Finish Video Games
    • Snow, B.1
  • 3
    • 84898477893 scopus 로고    scopus 로고
    • An experimental test bed to enable auto-dynamic difficulty in modern video games
    • C. Bailey, and M. Katchabaw, "An experimental test bed to enable auto-dynamic difficulty in modern video games," In Proc. of the 2005 North American Game-On Conf., 2005, pp. 18-22.
    • (2005) Proc. of the 2005 North American Game-On Conf. , pp. 18-22
    • Bailey, C.1    Katchabaw, M.2
  • 7
    • 45649084755 scopus 로고    scopus 로고
    • The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames
    • September
    • K. A. Orvis, D. B. Horn, and J. Belanich, "The roles of task difficulty and prior videogame experience on performance and motivation in instructional videogames," Computers in Human Behavior, vol. 24(5), pp. 2415-2433, September 2008.
    • (2008) Computers in Human Behavior , vol.24 , Issue.5 , pp. 2415-2433
    • Orvis, K.A.1    Horn, D.B.2    Belanich, J.3
  • 9
    • 80053098866 scopus 로고    scopus 로고
    • Therapeutic games' difficulty adaptation: An approach based on player's ability and motivation
    • N. Hocine, and A. Gouaïch, " Therapeutic games' difficulty adaptation: An approach based on player's ability and motivation," In Proc. of 16th Int. Conf. on Computer Games (CGAMES), 2011, pp. 257-261.
    • Proc. of 16th Int. Conf. on Computer Games (CGAMES), 2011 , pp. 257-261
    • Hocine, N.1    Gouaïch, A.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.