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. © 2012 Springer-Verlag.
CITATION STYLE
Nogueira, M., Cotta, C., & Fernández-Leiva, A. J. (2012). On modeling, evaluating and increasing players’ satisfaction quantitatively: Steps towards a taxonomy. In Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics) (Vol. 7248 LNCS, pp. 245–254). https://doi.org/10.1007/978-3-642-29178-4_25
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