Player Typology in Theory and Practice

Bateman, Chris, Lowenhaupt, Rebecca, Nacke, Lennart·2011·DiGRA Digital Library

Cited by (146)

Items 101–146 of 146

  1. Short Literature Review for a General Player Model Based on Behavlets
    Benjamin Ultan Cowley, Darryl K. Charles · 2016 · arXiv (Cornell University)
  2. Toward the Adaptive Generation of Bespoke Game Content
    Cameron Browne, Simon Colton, Michael Lee Cook, Jeremy Gow, Robin Baumgarten · 2014
  3. Adapting player styles to enhance learning and retention in high school science education
    Mahsa Moradi, Yousef Mahdavinasab, Mahboobe Mehrvarz · 2024 · E-Learning and Digital Media
  4. Learning and playing style differences between K12 and university students related to educational video games
    Boyan Bontchev, Albena Antonova, Valentina T. Terzieva, Edelia Villarroya Soler · 2025 · Interactive Technology and Smart Education
  5. Engaging in Videogame Play
    Nicole E M Vickery, Peta A. Wyeth, Daniel M. Johnson · 2015 · Australian Conference on Computer-Human Interaction (OzCHI)
  6. Personalized Game Reviews
    Miguel Ribeiro, Carlos Martinho · 2019 · Communications in computer and information science
  7. Study of Some Key Elements of Design and Selection of an Educational Video Game Conducive to the Moroccan Secondary School Learners: The Motivational Profile and Pedagogical Coherence
    Jalal Khouna, Ahmed Rhazal, Lotfi Ajana, Abdelilah El Mokri · 2020 · Universal Journal of Educational Research
  8. Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so Doing
    Benjamin Ultan Cowley · 2020 · Lecture notes in computer science
  9. Game Dynamics Preferences Are Connected with Experiences Derived from First-Person Shooters
    Suvi K. Holm, Johanna K. Kaakinen · 2021 · IEEE Conference on Games (CoG)
  10. Exploration in Open-World Videogames: Environment, Items, Locations, Quests, and Combat in The Witcher 3
    Nicole E M Vickery, Peta A. Wyeth · 2022 · Australian Conference on Human-Computer Interaction (OzCHI)
  11. Personalized physiological-based emotion recognition and implementation on hardware
    Wenlu Yang · 2018
  12. STRIVE: Socio-behavioral Taxonomy Representation for Interactive Virtual Environments
    Alexander J. Bisberg, Emily Chen, Marlon DeMarcie Twyman, Dmitri C. Williams, Emilio Ferrara · 2025 · International Conference on the Foundations of Digital Games (FDG)
  13. Modelo integrativo das classificações dos jogadores
    Víctor Moreira, Márcio Fontana Catapan · 2025 · DAT Journal
  14. Validation of the Hexad-12 gamification user types scale for German-speaking adults and adolescents
    Thomas Gabor, Katharina Düsing, Ute Harms · 2026 · Computers in Human Behavior Reports
  15. Motives for Playing Video Games in the Context of Time. Results of Empirical Research
    Bartosz Mazurkiewicz, Magdalena Stefańska · 2021 · Replay The Polish Journal of Game Studies
  16. To Each Their Own (Type)
    Nayana Carneiro, Kaian Souza, Izac Sidarta, Georgia da Cruz Pereira, Glaudiney Moreira Mendonça, Ticianne Darin · 2021 · Brazilian Symposium on Human Factors in Computing Systems (IHC)
  17. The Road to Gamification
    Annetta R. Dolowitz · 2023 · TechTrends
  18. MultiStyle: Characterizing Multiplayer Cooperative Gameplay by Incorporating Distinct Player Playstyles in a Multi-Agent Planner
    Eric W. Lang, R. Michael Young · 2023 · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
  19. We have always been social: Comparing social expressiveness between single-player and multiplayer gamers
    Kelly Bergstrom, Nathaniel D. Poor · 2023 · Journal of Gaming & Virtual Worlds
  20. A Generic Approach for Player Modeling Using Event-Trait Mapping and Feature Weighting
    M. Gunes, Gökhan Solak, Ugur Akin, Omer Erden, Sanem Sarıel · 2016 · Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
  21. Influence Of Online Gaming User Preferences On Cognitive Behavior With Mediation Effect Of Emotions
    Sameen Naqvi, Pakeeza Abbas, Zheng ShiYong · 2022 · Academic Journal of Social Sciences (AJSS )
  22. Differentiation: A Taxonomy of Online Learner Types in Higher Education
    Douglas S. Darby · 2019
  23. Personalization of Wearable-Based Exergames with Continuous Player Modeling
    Zhao Zhao · 2019
  24. Synthesizing play: exploring the use of artificial intelligence to evaluate game user experience
    Samantha Stahlke · 2020 · e-scholar@UOIT (University of Ontario Institute of Technology)
  25. Zwischen Interaktion und Narration:
    Kai Matuszkiewicz · 2018
  26. A bottom-up method for developing a trait-based model of player behavior
    Mikhail A. Kabakov, Alessandro Canossa, Magy Seif El‐Nasr, Jeremy B. Badler, Randy Colvin, Stefanie M. Tignor, Zhengxing Chen, Kunal Asarsa · 2014 · Annual Symposium on Computer-Human Interaction in Play
  27. Ad hoc genre switching
    Daniel Apken, Marc Herrlich, Rainer Malaka · 2014 · Annual Symposium on Computer-Human Interaction in Play
  28. Towards the correlation of player preferences and behaviour for video game personalisation
    Stephen Karpinskyj · 2013 · RMIT Research Repository (RMIT University Library)
  29. Game Design Frameworks and Reality Guides
    Tomi ‘bgt’ Suovuo, Ilmari Lahti, Jouni Smed · 2015 · Advances in game-based learning book series
  30. Analyzing Games & Players
    Juney Dijkstra · 2014
  31. Gamification design in computer-supported collaborative learning: towards an approach for tailoring influence principles to player roles
    Simone S. Borges · 2018
  32. "Ich bin stolz auf dich." Über die Bedeutung und die bedingenden Faktoren von Stellvertreterstolz
    Luisa K. Horsten · 2018
  33. Do Self-reported Playing Preferences Correlate with Emotional Reactions During Playing? Evidence from Psychophysiological Recordings
    Suvi K. Holm, Santtu Forsström, Johanna K. Kaakinen, Veikko Surakka · 2019 · Communications in computer and information science
  34. Profiles of Engagement
    Nelson Zagalo · 2020 · Human-computer interaction series
  35. التفاعل بین نمط التحدی ونمط اللاعب ببیئة تعلم الکترونیة قائمة على محفزات الألعاب الرقمیة واثره فی تنمیة مهارات التخطیط لمشروع عرض تقدیمی، وخفض القلق، وتعزیز الثقة بالنفس لدی تلامیذ الحلقة الابتدائی
    مروة محمد جمال الدین المحمدی عبد المقصود · 2020 · تکنولوجيا التعليم سلسلة دراسات وبحوث
  36. Game Design Frameworks and Reality Guides
    Tomi ‘bgt’ Suovuo, Ilmari Lahti, Jouni Smed · 2018 · IGI Global eBooks
  37. Çevrimiçi Çok Oyunculu Oyunlarda Z Kuşağının Oynama Pratikleri
    Özlem Yumrukuz · 2022 · Yazıt Kültür Bilimleri Dergisi
  38. Optimising gamification using constructive competition and videogames
    Mark Featherstone · 2022 · Sheffield Hallam University
  39. „Why so serious?” : Komoly játékok az oktatásban
    Richárd Péter-Szabó · 2023
  40. The Cake is Not a Lie: An Exploration of the Gamer Culture, Coping Methods, and Resiliency
    Stephen Frank Kuniak · 2024 · Journal of Creativity in Mental Health
  41. Form and Function: Toward a Better Understanding of Design-Based Games
    Anne Sullivan, Mel Stanfill, Anastasia Salter, Noah Wardrip–Fruin · 2025 · International Conference on the Foundations of Digital Games (FDG)
  42. Anchored Log-Based User Personas: A Typology-Guided Framework for Clustering Gameplay Behavior
    Ján Skalka, Martin Drlík, Dominik Halvoník, Peter Kuna, M. Vaľko · 2026 · IEEE Access
  43. Éléments de game design pour le développement d'une attitude réflexive chez le joueur
    Thomas Constant · 2017
  44. Adaptation dynamique des jeux de visite pour les musées : contribution à l'équilibrage de l'expérience du visiteur joueur
    Isabelle Astic · 2018 · theses.fr (ABES)
  45. Exploring Player Behaviour in Counter-Strike Global Offensive as a Mobility Problem
    Reia Drucker, Kevin Gordon Stanley, Yelizaveta Fitsner · 2026 · International Conference on the Foundations of Digital Games (FDG)
  46. Sobreposições entre Modelos Clássicos de Classificação de Jogadores: uma análise pelo Modelo PMC
    Víctor Moreira, Márcio Fontana Catapan · 2026 · Simpósio Brasileiro de Jogos e Entretenimento Digital (SBGames)