A literature review of quantitative persona creation
Quantitative persona creation (QPC) has tremendous potential, as HCI researchers and
practitioners can leverage user data from online analytics and digital media platforms to …
practitioners can leverage user data from online analytics and digital media platforms to …
Visualization-based analysis of gameplay data–a review of literature
G Wallner, S Kriglstein - Entertainment Computing, 2013 - Elsevier
As video games are becoming more and more complex and are reaching a broader
audience, there is an increasing interest in procedures to analyze player behavior and the …
audience, there is an increasing interest in procedures to analyze player behavior and the …
Player modeling using self-organization in Tomb Raider: Underworld
We present a study focused on constructing models of players for the major commercial title
Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level …
Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level …
Playability: analysing user experience in video games
JLG Sánchez, FLG Vela, FM Simarro… - Behaviour & …, 2012 - Taylor & Francis
Currently, few studies focus on analysing the degree of the Player eXperience (PX) in video
games. Video games have now become interactive entertainment systems with a high …
games. Video games have now become interactive entertainment systems with a high …
Automated playtesting with procedural personas through MCTS with evolved heuristics
This paper describes a method for generative player modeling and its application to the
automatic testing of game content using archetypal player models called procedural …
automatic testing of game content using archetypal player models called procedural …
A survey of 15 years of data-driven persona development
Data-driven persona development unifies methodologies for creating robust personas from
the behaviors and demographics of user segments. Data-driven personas have gained …
the behaviors and demographics of user segments. Data-driven personas have gained …
Affective ludology, flow and immersion in a first-person shooter: Measurement of player experience
LE Nacke, CA Lindley - arXiv preprint arXiv:1004.0248, 2010 - arxiv.org
Gameplay research about experiential phenomena is a challenging undertaking, given the
variety of experiences that gamers encounter when playing and which currently do not have …
variety of experiences that gamers encounter when playing and which currently do not have …
[PDF][PDF] Methods for evaluating gameplay experience in a serious gaming context
Gameplay experience (GX) is created during the process of player-game interaction, where
this interaction has the goal to provide a motivating, fun experience for the player. Since GX …
this interaction has the goal to provide a motivating, fun experience for the player. Since GX …
Playability and player experience research
As the game industry matures and games become more and more complex, there is an
increasing need to develop scientific methodologies for analyzing and measuring player …
increasing need to develop scientific methodologies for analyzing and measuring player …
Towards gameplay analysis via gameplay metrics
User-oriented research in the game industry is undergoing a change from relying on
informal user-testing methods adapted directly from productivity software development to …
informal user-testing methods adapted directly from productivity software development to …