Journal: Creative Technologies
Number of pages
Faculty of Science (FNWI)
Informatics Institute (IVI)
This article focuses on personalised games, which we define as games that utilise player models for the purpose of tailoring
the game experience to the individual player. The main contribution of the article is a motivation for personalised gaming,
supported by an extensive overview of scientific literature. The motivation concerns (a) the psychological foundation, (b)
the effect on player satisfaction, (c) the contribution to game development, and (d) the requirement for achieving ambitions.
The provided overview of scientific literature goes into the subject of player modelling, as well as eight adaptive components:
(1) space adaptation, (2) mission / task adaptation, (3) character adaptation, (4) game mechanics adaptation, (5) narrative
adaptation, (6) music / sound adaptation, (7) player matching (multiplayer), and (8) difficulty scaling. In the concluding
sections, the relationship to procedural content generation is discussed, as well as the generalisation to other domains.
If you believe that digital publication of certain material infringes any of your rights or (privacy) interests, please let
the Library know, stating your reasons. In case of a legitimate complaint, the Library will make the material inaccessible
and/or remove it from the website. Please Ask the Library, or send a letter to: Library of the University of Amsterdam, Secretariat, Singel 425, 1012 WP Amsterdam, The Netherlands.
You will be contacted as soon as possible.