This article, assuming that player motivations are the outcome of continuous player-environment interactions, applies the needs framework of Murray (1938) to a computer game and i...
Creating believable agents with personality is a popular research area in game studies but academic research in this area usually focuses on one facet of personality - for example...
Massively multiplayer online computer games are played in complex, persistent virtual worlds. Over time, the landscape of these worlds evolves and changes as players create and pe...
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media. Two of the important ...
When it comes to motivating teenagers towards energy awareness, new approaches need to be considered. One such is the use of pervasive games connected to the players own energy co...