Abstract
This paper shows the results of a review about modeling, evaluating and increasing players’ satisfaction in computer games. The paper starts discussing the main stages of development of quantitative solutions, and then it tries to propose a taxonomy that represents the most common trends. In the first part of this paper we take as base some approaches that were already described in the literature for quantitatively capturing and increasing the real-time entertainment value in computer games. In a second part we analyze the stage in which the game’s environment is adapted in response to player needs, and the main trends on this theme are discussed.
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Nogueira, M., Cotta, C., Fernández-Leiva, A.J. (2012). On Modeling, Evaluating and Increasing Players’ Satisfaction Quantitatively: Steps towards a Taxonomy. In: Di Chio, C., et al. Applications of Evolutionary Computation. EvoApplications 2012. Lecture Notes in Computer Science, vol 7248. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-29178-4_25
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DOI: https://doi.org/10.1007/978-3-642-29178-4_25
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