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Tag Archives: research

Automatic content generation can have a significant role in adaptivity in games. Research in this field has presented results that encourage a focus on customized content generation, the automatic creation of virtual worlds to better suit individual players. Read More »

In-game player performance assessment is especially important for serious games, but it has seldom been considered in academic research in games and simulations. In particular, there is no work on combining game adaptivity with assessment since both fields have been tackling different problems. However, some results point to interesting challenges that indicate a promising role for game adaptivity in assessment. Read More »

Serious games, i.e. video games with purposes other than pure entertainment, are becoming increasingly important both in education and training environments. Considerable investments are being made and the return is already noticeable in the growing number and influence of serious games, such as Hazmat: Hotzone, Virtual U, Food Force, RescueSim, Ship Simulator and others.

Serious games are becoming increasingly established, but they are still coming of age in terms of player experience. Read More »

Most game researchers have a common problem: fun. Every contribution that is fed to the entertainment games research community must be justified in terms of actually improving in-game fun or not. Analyzing, measuring and defining fun becomes essential, since it leads to the ability of predicting it. However, capturing what is generically ”fun” is not a walk in the park, it’s a metaphysical, cognitive (and a bunch of other strong adjectives) problem. And if anyone had fully accomplished it, we would already know: only perfect games would exist. Read More »

Adaptive games are a growing research interest. The thesis is that an intelligent game that is able to adapt itself to the characteristics of an individual player will provide a much better game experience and ultimately attract a wider audience to a game. So, by measuring the performance of a player and matching that performance to a set of required goals (in terms of game experience), the game is capable of changing its NPCs behavior, the virtual world and objects and other features. The point is to make the game more enjoyable and fit to that individual player. Read More »