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Playing style recognition through an adaptive video game
16 references·0 citing·41 second hop
Playing style recognition through an adaptive video game (2017)Playing style recognition through an adap…An application of adaptive games-based learning based on learning style to teach SQL (2015)An application of adaptive ga…What is Qualitative Interviewing? (2013)What is Qualitative Interview…Tailoring persuasive health games to gamer type (2013)Tailoring persuasive health g…BrainHex: A neurobiological gamer typology survey (2013)BrainHex: A neurobiological g…A survey of methods for data fusion and system adaptation using autonomic nervous system responses in physiological computing (2012)A survey of methods for data …Player Typology in Theory and Practice (2011)Player Typology in Theory and…Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming (2009)Beyond Barbie and Mortal Komb…Intelligent adaptation of digital game-based learning (2008)Intelligent adaptation of dig…Motivations for Play in Online Games (2006)Motivations for Play in Onlin…Prediction of subjective states from psychophysiology: A multivariate approach (2005)Prediction of subjective stat…Computer Games, Education And Interfaces: The E-GEMS Project (1999)Computer Games, Education And…Please Understand Me II: Temperament, Character, Intelligence (1998)Please Understand Me II: Temp…Qualitative Descriptors of Strength of Association and Effect Size (1996)Qualitative Descriptors of St…Experiential Learning : Experience as the Source of Learning and Development (1983)Experiential Learning : Exper…Toward a Theory of Intrinsically Motivating Instruction* (1981)Toward a Theory of Intrinsica…Man, Play, and Games. (1963)Man, Play, and Games.Science and Human Behavior (1953)Human Problem Solving (1972)Beyond boredom and anxiety (1975)Motivational and self-regulated learning components of classroom academic performance. (1990)The psychology of curiosity: A review and reinterpretation. (1994)Focus on Formative Feedback (2008)The Big Five Trait taxonomy: History, measurement, and theoretical perspectives. (1999)A Player Model for Adaptive Gamification in Learning Environments (2015)Adapting gamified learning systems using educational data mining techniques (2020)The relationship between user types and gamification designs (2021)Internet Addiction: The Emergence of a New Clinical Disorder (1998)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)A conceptual and methodological critique of internet addiction research: Towards a model of compensatory internet use (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Meta-analysis in social research (1982)Statistical Methods for Meta-Analysis. (1986)Statistical Methods for Meta-Analysis (1988)Positive predictors of teacher effectiveness (2009)Risk Factors for Violence in Psychosis: Systematic Review and Meta-Regression Analysis of 110 Studies (2013)The Other Half of the Story: Effect Size Analysis in Quantitative Research (2013)Self-efficacy: Toward a unifying theory of behavioral change. (1977)The theory of planned behavior (1991)PLS-SEM: Indeed a Silver Bullet (2011)Elements of Gameful Design Emerging from User Preferences (2017)Empirical validation of the Gamification User Types Hexad scale in English and Spanish (2018)The Effects of Gamification on Computerized Cognitive Training: Systematic Review and Meta-Analysis (2020)Your Second Selves (2009)My life as a night elf priest: an anthropological account of World of Warcraft (2010)Gendered Play, Racialized Reality: Black Cyberfeminism, Inclusive Communities of Practice, and the Intersections of Learning, Socialization, and Resilience in Online Gaming (2018)Literature Review for the Type of Interview in Qualitative Research (2017)Hook vs. hope: How to enhance customer engagement through gamification (2019)‘The problem-centred expert interview’. Combining qualitative interviewing approaches for investigating implicit expert knowledge (2020)Edgework: A Social Psychological Analysis of Voluntary Risk Taking (1990)Performing tourism, staging tourism (2001)National Identity, Popular Culture and Everyday Life (2020)Learning Styles and Learning Spaces: Enhancing Experiential Learning in Higher Education (2005)Why Minimal Guidance During Instruction Does Not Work: An Analysis of the Failure of Constructivist, Discovery, Problem-Based, Experiential, and Inquiry-Based Teaching (2006)The ‘digital natives’ debate: A critical review of the evidence (2008)The Myers-Briggs Type Indicator and Applications to Accounting Education and Research (2001)A framework for developing serious games to meet learner needs (2006)Web 3.0 – Based personalisation of learning objects in virtual learning environments (2013)
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References

  • 1983Experiential Learning : Experience as the Source of Learning and Development33,193 cited
  • 2006Motivations for Play in Online Games2,933 cited
  • 1981Toward a Theory of Intrinsically Motivating Instruction*2,197 cited
  • 1963Man, Play, and Games.1,310 cited
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  • 2013BrainHex: A neurobiological gamer typology survey338 cited
  • 1998Please Understand Me II: Temperament, Character, Intelligence282 cited
  • 2009Beyond Barbie and Mortal Kombat: new perspectives on gender and gaming232 cited
  • 2013Tailoring persuasive health games to gamer type226 cited
  • 2005Prediction of subjective states from psychophysiology: A multivariate approach199 cited
  • 2015An application of adaptive games-based learning based on learning style to teach SQL191 cited
  • 2012A survey of methods for data fusion and system adaptation using autonomic nervous system responses in physiological computing163 cited
  • 2011Player Typology in Theory and Practice146 cited
  • 2008Intelligent adaptation of digital game-based learning51 cited

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  • 1999Computer Games, Education And Interfaces: The E-GEMS Project44 cited
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