Fortes Tondello et al., 2018 - Google Patents
Towards a trait model of video game preferencesFortes Tondello et al., 2018
View PDF- Document ID
- 15967918435342569006
- Author
- Fortes Tondello G
- Valtchanov D
- Reetz A
- Wehbe R
- Orji R
- Nacke L
- Publication year
- Publication venue
- International Journal of Human–Computer Interaction
External Links
Snippet
Typologies for understanding players' preferences toward different gameplay styles have gained popularity in research. However, attempts to model players' preferences are based on type models instead of trait models, contrary to the latest personality research. One such …
- 238000011160 research 0 abstract description 30
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F17/00—Digital computing or data processing equipment or methods, specially adapted for specific functions
- G06F17/30—Information retrieval; Database structures therefor; File system structures therefor
- G06F17/30861—Retrieval from the Internet, e.g. browsers
- G06F17/30864—Retrieval from the Internet, e.g. browsers by querying, e.g. search engines or meta-search engines, crawling techniques, push systems
- G06F17/30867—Retrieval from the Internet, e.g. browsers by querying, e.g. search engines or meta-search engines, crawling techniques, push systems with filtering and personalisation
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F17/00—Digital computing or data processing equipment or methods, specially adapted for specific functions
- G06F17/30—Information retrieval; Database structures therefor; File system structures therefor
- G06F17/3061—Information retrieval; Database structures therefor; File system structures therefor of unstructured textual data
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce, e.g. shopping or e-commerce
- G06Q30/02—Marketing, e.g. market research and analysis, surveying, promotions, advertising, buyer profiling, customer management or rewards; Price estimation or determination
- G06Q30/0202—Market predictions or demand forecasting
- G06Q30/0203—Market surveys or market polls
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F17/00—Digital computing or data processing equipment or methods, specially adapted for specific functions
- G06F17/20—Handling natural language data
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/10—Services
- G06Q50/20—Education
- G06Q50/205—Education administration or guidance
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06F—ELECTRICAL DIGITAL DATA PROCESSING
- G06F19/00—Digital computing or data processing equipment or methods, specially adapted for specific applications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q50/00—Systems or methods specially adapted for a specific business sector, e.g. utilities or tourism
- G06Q50/01—Social networking
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING; COUNTING
- G06Q—DATA PROCESSING SYSTEMS OR METHODS, SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL, SUPERVISORY OR FORECASTING PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q10/00—Administration; Management
- G06Q10/10—Office automation, e.g. computer aided management of electronic mail or groupware; Time management, e.g. calendars, reminders, meetings or time accounting
- G06Q10/101—Collaborative creation of products or services
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| Fortes Tondello et al. | Towards a trait model of video game preferences | |
| Phan et al. | The development and validation of the game user experience satisfaction scale (GUESS) | |
| Halbrook et al. | When and how video games can be good: A review of the positive effects of video games on well-being | |
| Eppmann et al. | Gameful experience in gamification: Construction and validation of a gameful experience scale [GAMEX] | |
| Gundry et al. | Validity threats in quantitative data collection with games: A narrative survey | |
| Furlough et al. | Mental models: structural differences and the role of experience | |
| Abbasi et al. | Engagement in games: developing an instrument to measure consumer videogame engagement and its validation | |
| Patzer et al. | Developing a model of video game play: motivations, satisfactions, and continuance intentions | |
| Mora-Cantallops et al. | Exploring player experience in ranked League of Legends | |
| Kaufman et al. | Older adults’ digital gameplay: Patterns, benefits, and challenges | |
| Coavoux et al. | What we know about games: A scientometric approach to game studies in the 2000s | |
| Power et al. | Lost at the edge of uncertainty: Measuring player uncertainty in digital games | |
| De Vette et al. | Engaging elderly people in telemedicine through gamification | |
| Sanchez et al. | Video game pursuit (VGPu) scale development: Designing and validating a scale with implications for game-based learning and assessment | |
| Oksanen | Subjective experience and sociability in a collaborative serious game | |
| Schmierbach | Content analysis of video games: Challenges and potential solutions | |
| Caroux et al. | Player enjoyment in video games: A systematic review and meta-analysis of the effects of game design choices | |
| Hamdaoui et al. | Modeling learners in educational games: Relationship between playing and learning styles | |
| Bonny et al. | To triumph or to socialize? The role of gaming motivations in multiplayer online battle arena gameplay preferences | |
| Kneer et al. | Not only for the (Tom) boys: Gender variables as predictors for playing motivations, passion, and addiction for MMORPGs | |
| Lee et al. | A qualitative investigation of users’ discovery, access, and organization of video games as information objects | |
| Laurence et al. | Video game engagement: a passkey to the intentions of continue playing, purchasing virtual items, and player recruitment (3Ps) | |
| Addy et al. | Integrating a serious game into case-based learning | |
| Steadman et al. | Using popular commercial video games in therapy with children and adolescents | |
| Hadi Mogavi et al. | What do users think of promotional gamification schemes? a qualitative case study in a question answering website |