Researching experiential phenomena is a challenging undertaking, given the sheer variety of experiences that are described by gamers and missing a formal taxonomy: flow, immersion...
Video game players often learn to map their physical actions (e.g., pressing buttons) onto their on-screen avatars' actions (e.g., wielding swords) in order to play. We explo...
This paper addresses an ongoing experience in the design of an artificial agent taking decisions in a role playing game populated by human agents and by artificial agents. At fi...
The concept of Player Adaptive Entertainment Computing (PAEC) is introduced to provide personalized experiences when interacting with the entertainment media. Two of the important ...