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Volumn , Issue , 2013, Pages 16-19

A framework of dynamic difficulty adjustment in competitive multiplayer video games

Author keywords

challenge; competence; dynamic difficulty adjustment; multiplayer; player experience; video games

Indexed keywords

ELECTRONICS ENGINEERING; ELECTRONICS INDUSTRY;

EID: 84893563141     PISSN: 21666741     EISSN: 2166675X     Source Type: Conference Proceeding    
DOI: 10.1109/IGIC.2013.6659150     Document Type: Conference Paper
Times cited : (32)

References (14)
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    • The Motivational Pull of Video Games: A Self-Determination Theory Approach
    • R. Ryan, C. Rigby, and A. Przybylski, "The Motivational Pull of Video Games: A Self-Determination Theory Approach," Motivation and Emotion, vol. 30, no. 4, pp. 344-360, 2006.
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    • Ryan, R.1    Rigby, C.2    Przybylski, A.3
  • 8
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    • Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games
    • R. Bernhaupt, Ed. Springer
    • C. Koeffel, W. Hochleitner, J. Leitner, M. Haller, A. Geven, and M. Tscheligi, "Using Heuristics to Evaluate the Overall User Experience of Video Games and Advanced Interaction Games," in Evaluating User Experience in Games, R. Bernhaupt, Ed. Springer, 2010, pp. 233-256.
    • (2010) Evaluating User Experience in Games , pp. 233-256
    • Koeffel, C.1    Hochleitner, W.2    Leitner, J.3    Haller, M.4    Geven, A.5    Tscheligi, M.6
  • 12
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    • TrueSkillTM: A bayesian skill rating system
    • Microsoft Research, Redmond
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    • Herbrich, R.1    Graepel, T.2


* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.