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Applications designed for entertainment and other non-instrumental purposes are challenging to optimize because the relationships between system parameters and user experience can be unclear. Ideally, we would crowdsource these design…
Popularity systems, like Twitter retweets, Reddit upvotes, and Pinterest pins have the potential to guide people toward posts that others liked. That, however, creates a feedback loop that reduces their informativeness: items marked as more…
Cloud gaming has gained popularity as it provides high-quality gaming experiences on thin hardware, such as phones and tablets. Transmitting gameplay frames at high resolutions and ultra-low latency is the key to guaranteeing players'…
Social gaming is today a pervasive phenomenon. Driven by the advent of social networks and the digitization of game distribution. In this paper the impact of digitization and so-cial networks such as Facebook on digital games is de-scribed…
A nationally representative study of video game play among adolescents in the United States showed that 97% of adolescents aged 12 to 17 years play computer, web, and portable (or console) video games (Lenhart et al., 2008). We hypothesized…
As the population continues to age, and gaming continues to grow as a hobby for older people, heterogeneity among older adult gamers is increasing. We argue that traditional game-based accessibility features, such as simplified input…
Listening to user's requirements is crucial to building and maintaining high quality software. Online software user feedback has been shown to contain large amounts of information useful to requirements engineering (RE). Previous studies…
Different errors that occur in video games are often referred to as glitches or bugs. The goal of this exploratory research is to understand how these glitches and bugs within video games affect a players experience. To do this, I reviewed…
This paper presents a data-driven statistical framework to quantify the role of skill in games, addressing the long-standing question of whether success in a game is predominantly driven by skill or chance. We analyze player level data from…
This paper is to analyze the properties of evolving bipartite networks from four aspects, the growth of networks, the degree distribution, the popularity of objects and the diversity of user behaviours, leading a deep understanding on the…
Until now mean-field-type game theory was not focused on cognitively-plausible models of choices in humans, animals, machines, robots, software-defined and mobile devices strategic interactions. This work presents some effects of users'…
ELO rating system is proposed by Arpad Elo, a Hungarian-American physics professor. Originally, it was proposed for the ranking system of chess players, but it was soon adapted to many other zero-sum sports fields like football, baseball,…
With the continuous growth of the internet market, games are becoming more and more popular worldwide. However, increased market competition for game demands developers to write more efficient games in terms of performance, security, and…
Before the computer age, games were played in the physical world where players would have to interact with real objects and each other, triggering a series of emotions. Nowadays, the computer games have become one of the most popular forms…
Usability engineering and usability testing are concepts that continue to evolve. Interesting research studies and new ideas come up every now and then. This paper tests the hypothesis of using an EDA based physiological measurements as a…
Recent years, there has been growing interests in experience-driven procedural level generation. Various metrics have been formulated to model player experience and help generate personalised levels. In this work, we question whether…
Gamification frameworks can aid in gamification planning for education. Most frameworks, however, do not provide ways to select, relate or recommend how to use game elements, to gamify a certain educational task. Instead, most provide a…
From the beginning if the history of AI, there has been interest in games as a platform of research. As the field developed, human-level competence in complex games became a target researchers worked to reach. Only relatively recently has…
What if emotion could be captured in a general and subject-agnostic fashion? Is it possible, for instance, to design general-purpose representations that detect affect solely from the pixels and audio of a human-computer interaction video?…
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…