A literature review of quantitative persona creation

J Salminen, K Guan, S Jung, SA Chowdhury… - Proceedings of the …, 2020 - dl.acm.org
Quantitative persona creation (QPC) has tremendous potential, as HCI researchers and
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 …

Player modeling using self-organization in Tomb Raider: Underworld

A Drachen, A Canossa… - 2009 IEEE symposium on …, 2009 - ieeexplore.ieee.org
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 …

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 …

Automated playtesting with procedural personas through MCTS with evolved heuristics

C Holmgård, MC Green, A Liapis… - IEEE Transactions on …, 2018 - ieeexplore.ieee.org
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 …

A survey of 15 years of data-driven persona development

J Salminen, K Guan, SG Jung… - International Journal of …, 2021 - Taylor & Francis
Data-driven persona development unifies methodologies for creating robust personas from
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 …

[PDF][PDF] Methods for evaluating gameplay experience in a serious gaming context

LE Nacke, A Drachen, S Göbel - International Journal of Computer …, 2010 - tecfa.unige.ch
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 …

Playability and player experience research

L Nacke, A Drachen, K Kuikkaniemi… - Proceedings of digra …, 2009 - diva-portal.org
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 …

Towards gameplay analysis via gameplay metrics

A Drachen, A Canossa - Proceedings of the 13th international MindTrek …, 2009 - dl.acm.org
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 …