Fraunhofer-Gesellschaft

Publica

Hier finden Sie wissenschaftliche Publikationen aus den Fraunhofer-Instituten.

Personalized and adaptive serious games

 
: Streicher, Alexander; Smeddinck, J.D.

:
Postprint urn:nbn:de:0011-n-4213051 (2.2 MByte PDF)
MD5 Fingerprint: 9b9795b689bf288076b2cf716f0b7b69
Erstellt am: 22.11.2016


Dörner, Ralf (Ed.) ; Gesellschaft für Informatik -GI-, Bonn:
Entertainment computing and serious games. International GI-Dagstuhl seminar 15283 : Dagstuhl Castle, Germany, July 5-10, 2015; Revised selected papers
Cham: Springer International Publishing, 2016 (Lecture Notes in Computer Science 9970)
ISBN: 978-3-319-46151-9 (Print)
ISBN: 978-3-319-46152-6 (Online)
S.332-377
International Dagstuhl Seminar "Entertainment Computing and Serious Games" <2015, Wadern>
Englisch
Konferenzbeitrag, Elektronische Publikation
Fraunhofer IOSB ()
adaptivity; AI; educational learning games; games for health; intelligent tutoring systems; ITS

Abstract
Personalization and adaptivity can promote motivated usage, increased user acceptance, and user identification in serious games. This applies to heterogeneous user groups in particular, since they can benefit from customized experiences that respond to the individual traits of the players. In the context of games, adaptivity describes the automatic adaptation of game elements, i.e., of content, user interfaces, game mechanics, game difficulty, etc., to customize or personalize the interactive experience. Adaptation processes follow an adaptive cycle, changing a deployed system to the needs of its users. They can work with various techniques ranging from simple threshold-based parameter adjustment heuristics to complex evolving user models that are continuously updated over time. This chapter provides readers with an understanding of the motivation behind using adaptive techniques in serious games and presents the core challenges around designing and implementing such systems. Examples of how adaptability and adaptivity may be put into practice in specific application scenarios, such as motion-based games for health, or personalized learning games, are presented to illustrate approaches to the aforementioned challenges. We close with a discussion of the major open questions and avenues for future work.

: http://publica.fraunhofer.de/dokumente/N-421305.html