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Data-driven approaches to game player modeling: a systematic literature review
Modeling and predicting player behavior is of the utmost importance in develo** games.
Experience has proven that, while theory-driven approaches are able to comprehend and …
Experience has proven that, while theory-driven approaches are able to comprehend and …
Playing styles based on experiential learning theory
B Bontchev, D Vassileva, A Aleksieva-Petrova… - Computers in Human …, 2018 - Elsevier
In recent years, researchers have reported positive outcomes and effects from applying
computer games to the educational process. The preconditions for an effective game-based …
computer games to the educational process. The preconditions for an effective game-based …
An investigation of gamification typologies for enhancing learner motivation
B Herbert, D Charles, A Moore… - 2014 International …, 2014 - ieeexplore.ieee.org
In this paper we present a new gamified learning system called Reflex which builds on our
previous research, placing greater emphasis on variation in learner motivation and …
previous research, placing greater emphasis on variation in learner motivation and …
Behavlets: a method for practical player modelling using psychology-based player traits and domain specific features
As player demographics broaden it has become important to understand variation in player
types. Improved player models can help game designers create games that accommodate a …
types. Improved player models can help game designers create games that accommodate a …
Playing style recognition through an adaptive video game
B Bontchev, O Georgieva - Computers in Human Behavior, 2018 - Elsevier
Playing style recognition is crucially important for style-based adaptation of digital games.
Unlike traditional ways for measuring of styles by means of self-reports, automatic style …
Unlike traditional ways for measuring of styles by means of self-reports, automatic style …
A serious game to improve engagement with web accessibility guidelines
F Spyridonis, D Daylamani-Zad - Behaviour & Information …, 2021 - Taylor & Francis
Designers are often faced with the challenge of following web accessibility guidelines that
are complex and ambiguous, and therefore hard to use. This is evidenced by the low …
are complex and ambiguous, and therefore hard to use. This is evidenced by the low …
[HTML][HTML] Positioning game review as a crucial element of game user feedback in the ongoing development of independent video games
X Tong - Computers in Human Behavior Reports, 2021 - Elsevier
The research is designed to determine the extent to which game reviews on the Steam
platform can be used as a means of discerning the common needs of players and any flaws …
platform can be used as a means of discerning the common needs of players and any flaws …
Digital player typologies in gamification and game-based learning: A meta-synthesis
S Sezgin - Bartın University Journal of Faculty of Education, 2020 - dergipark.org.tr
Educational practices based on individual differences have become more significant as a
result of technological advances. Learners today, demand learning processes which contain …
result of technological advances. Learners today, demand learning processes which contain …
[PDF][PDF] Classificação de jogadores: um mapeamento sistemático da literatura
ACT Klock, TH Flores, I Gasparini… - Anais do Simpósio …, 2016 - sbgames.org
Cada jogador tem suas motivações e preferências, que estão diretamente relacionadas aos
seus comportamentos e padrões de uso. O objetivo deste artigo é apresentar as diversas …
seus comportamentos e padrões de uso. O objetivo deste artigo é apresentar as diversas …
Like PEAS in PoDS: the player, environment, agents, system framework for the personalization of digital systems
S Snodgrass, O Mohaddesi, J Hart… - Proceedings of the 14th …, 2019 - dl.acm.org
Personalization has been explored in the context of games in many forms (eg, dynamic
difficulty adjustment, affective video games, adaptive systems, experience-driven PCG, etc.) …
difficulty adjustment, affective video games, adaptive systems, experience-driven PCG, etc.) …