Towards effectively adapting games: What needs to be conquered to achieve adaptation

Resultado de pesquisarevisão de pares

1 Citação (Scopus)

Resumo

Digital games are unique in the sense that they are one of the few mediums that allow users to directly interact and engage with a virtual world. These worlds are often complex and filled with intertwining types of media such as: audio, 3D/2D visuals and intricate narratives; which in turn react to what the player is doing in-game. This interaction however, is often hand-crafted by human designers who meticulously determine the exact parameters of how the player interacts and how the game should react. One of the emerging fields within the digital game research community has been on the concept of game content adaptation, where the field consists of the development of methods that can adapt a game towards the preference of the player. Despite a lot of work existing in this field, the focus often tends to be exclusively on the construction of a system that can generate a wide variety of specific virtual artifacts (Procedural Content Generation), or the development of statistical models which provide powerful methodologies capable of profiling and classifying players (Player Modeling). This paper argues that these methods can be used for other purposes that can directly benefit the player experience, where the game would tailor the game-play to each individual or group of players. Although this is not a relatively new idea, a lack of work and methods is still prevalent when it comes to the specification of how this game-play can change in such a way that it either benefits the player experience or some other factor, such as games for rehabilitation that go beyond entertainment. More precisely, this paper argues that an abundant amount of research is being conducted on one part of the problem, but not the other: “How does a Digital Game Adapt?”.

Idioma originalInglês
Título da publicação do anfitrião22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021
EditoresAna Veloso, Oscar Mealha, Liliana Costa
EditoraEUROSIS
Páginas43-50
Número de páginas8
ISBN (eletrónico)9789492859174
Estado da publicaçãoPublicadas - 2021
Evento22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021 - Aveiro
Duração: 22 set. 202124 set. 2021

Série de publicação

Nome22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021

Conferência

Conferência22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021
País/TerritórioPortugal
CidadeAveiro
Período22/09/2124/09/21

Nota bibliográfica

Publisher Copyright:
© 2021 22nd International Conference on Intelligent Games and Simulation, GAME-ON 2021. All rights reserved.

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