Related papers: Designing Game Feel. A Survey
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of…
This paper explores the use of visual effects common in video games that support a range of tasks that are similar in many ways to analysis tasks supported in visual analytics tools. While some visual effects are meant to increase…
Souls-like games exemplify how digital play can produce radical forms of pleasure through sustained challenge: players voluntarily invest tens or hundreds of hours in experiences designed to kill them repeatedly. This paper theorizes ordeal…
Affective interaction between players of video games can elicit rich and varying patterns of emotions. In multiplayer activities that take place in a common space (such as sports and board games), players are generally aware of the emotions…
Within the evolving field of digital intervention, serious games emerge as promising tools for evidence-based interventions. Research indicates that gamified therapy, whether employed independently or in conjunction with online…
This survey comprehensively reviews the multi-dimensionality of game scenario diversity, spotlighting the innovative use of procedural content generation and other fields as cornerstones for enriching player experiences through diverse game…
Quantitative analysis of Game User eXperience (GUX) is important to the game industry. Different from the typical questionnaire analysis, this paper focuses on the computational analysis of GUX. We aim to analyze the relationship between…
Deceptive game designs that manipulate players are increasingly common in the gaming industry, but the impact on players is not well studied. While studies have revealed player frustration, there is a gap in understanding how cultural…
To which degree can abstract gameplay metrics capture the player experience in a general fashion within a game genre? In this comprehensive study we address this question across three different videogame genres: racing, shooter, and…
Communication signals often comprise an array of colors, lines, spots, notes or odors that are arranged in complex patterns, melodies or blends. Receiver perception is assumed to influence preference and thus the evolution of signal design,…
In this study into the player's emotional theory of mind of gameplaying agents, we investigate how an agent's behaviour and the player's own performance and emotions shape the recognition of a frustrated behaviour. We focus on the…
In this paper we examine methods for taking game-related information provided in one sensory modality and transforming it to another sensor modality in order to more effectively accommodate sensory-constrained players. We then consider…
Results from a triple-blind mixed-method user study into the effectiveness of mixed-initiative tools for the procedural generation of game levels are presented. A tool which generates levels using interactive evolutionary optimisation was…
In order to facilitate analyzing video games as learning systems and instructional designs as games, we present a theoretical framework that integrates ideas from a broad range of literature. The framework describes games in terms of four…
This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about…
Context: While most research shows positive effects of gamification, the focus on its adverse effects is considerably smaller and further understanding is needed. Objective: To provide a comprehensive overview on research reporting negative…
This paper surveys the current state of the art in affective computing principles, methods and tools as applied to games. We review this emerging field, namely affective game computing, through the lens of the four core phases of the…
This paper introduces our gamification of a part of our software design curriculum. Based on typical design principles a motivating learning game is developed to train students in software design. We use Bloom's taxonomy to determine…
Selecting appropriate sensors and actuators is a pivotal aspect of design and engineering, particularly in projects involving interactive systems. This article introduces the Design Thinking Based Iterative Sensor and Actuator Selection…
We want to introduce another smoothing approach by treating each geometric element as a player in a game: a quest for the best element quality. In other words, each player has the goal of becoming as regular as possible. The set of…