Player behavioural modelling has grown from a means to improve the playing strength of computer programs that play classic games (e.g., chess), to a means for impacting the player experience and satisfaction in video games, as well as in cross-domain applications such as interactive storytelling. In this context, player behavioural modelling is concerned with two goals, namely (1) providing an interesting or effective game AI on the basis of player models and (2) creating a basis for game developers to personalise gameplay as a whole, and creating new user-driven game mechanics. In this article, we provide an overview of player behavioural modelling for video games by detailing four distinct approaches, namely (1) modelling player actions, (2) modelling player tactics, (3) modelling player strategies, and (4) player profiling. We conclude the article with an analysis on the applicability of the approaches for the domain of video games.
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This research is about the effect of story on player experience; it aimed to explore the difference between gameplay and story in a player’s experience and strived to measure it. The main problem for this research was one of knowledge; does story affect the player experience? Game creators often wonder if putting a story in a game is worth the time, money and effort. Does it affect the player experience in a positive way? Players wonder as well, if story even has a positive effect on player experience, putting gameplay and story up against each other. That is what this research is for, collecting information about the effect of story on player experience. The problem concerning the necessity of stories in games can be traced back to the long standing debate among the gaming community with two parties facing each other, one on the gameplay side and one on the story side. This also brings forth Clint Hocking’s problem, ludonarrative dissonance, the unharmonious state of a game’s gameplay and story, which, as he describes in his criticism piece Ludonarrative Dissonance in Bioshock (2007), can be experience breaking. Providing more information will hopefully make people think about the harmony that might exist between gameplay and story.
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This paper presents a method for generating player-driven narratives from visual inputs by exploring the visual analysis capabilities of multimodal large language models. By employing Bartle’s taxonomy of player types—Achievers, Explorers, Socializers, and Killers—our method creates stories that are tailored to different player characteristics. We conducted a fourfold experiment using a set of images extracted from a well-known game, generating distinct narratives for each player type that are aligned with the visual elements of the input images and specific player motivations. By adjusting narrative elements to emphasize achievement for Achievers, exploration for Explorers, social connections for Socializers, and competition for Killers, our system produced stories that adhere to established narratology principles while resonating with the characteristics of each player type. This approach can serve as a helping tool for game designers, offering new insights into how players might engage with game worlds through personalized image-driven narratives.
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Aeres University of Applied Sciences has placed internationalisation as a key driver in its overall strategy. By prioritising the internationalisation of education and educational consultancy the university has created solid opportunities for students, lecturers, and partners at regional, national, and international levels. Currently, more strategic development on internationalisation in applied research at Aeres is needed. There is an opportunity to utilise highly proficient researchers, state-of-the-art facilities, and an impressive national research portfolio, and for this, there is a need to develop international research agenda, a key priority for AeresResearch4EU. To address this need, Aeres University of Applied Sciences aims to strengthen its internationalisation efforts with its research activities, opening the door to many opportunities, and most importantly, creating an international research agenda spanning the university's three locations. The main objectives of AeresResearch4EU are to analyse the existing research strategy and professorships and develop them towards a global research agenda for the European Union. By focusing on international research projects, Aeres can further enhance its reputation as a leading institution for applied research in agriculture, food, environment, and green technologies. AeresResearch4EU aims to create new partnerships and collaborations with researchers and institutions across Europe, allowing Aeres to contribute to developing innovative and sustainable solutions to global challenges. With its strong commitment to internationalisation and its focus on applied research, Aeres University of Applied Sciences is poised to become an essential player in the European research landscape.
De COVID-19-pandemie heeft het belang duidelijk gemaakt van continuïteit van zorgverlening binnen de GGZ. Online behandeling is een veelbelovende oplossing daarvoor. Vaktherapie is een vaak ingezette behandeling voor psychiatrische aandoeningen. Vaktherapie is ervaringsgericht en bestaat uit beeldende, dans-, drama-, muziek-, psychomotorische en/of speltherapie. Vaktherapie wordt tot dusverre nog niet online aangeboden. Virtual Reality (VR) is een innovatieve manier om vaktherapie online aan te bieden. Eerder is een innovatieve online vaktherapieruimte ontwikkeld, de VR Health Experience (VRhExp). Hierdoor konden cliënten online vanuit huis aan vaktherapie deelnemen. De VRhExp werd door vaktherapeuten als veelbelovend beschouwd. Tegelijkertijd gaven vaktherapeuten aan specifieke interventies te missen. Het ´ARts and psychomotoR Interventions for Virtual rEality (ARRIVE)´ project stelt zich ten doel om vaktherapeutische VR-interventies te ontwikkelen en te bouwen voor de VRhExp. Vervolgens worden de VR-interventies in pilots onderzocht. Dit wordt gedaan door IT-technici, vaktherapeuten en onderzoekers met behulp van de Design Thinking methode. De VR-interventies worden Open Access beschikbaar gesteld. Door het opnemen van VR-interventies in de VRhExp wordt deze daadwerkelijk bruikbaar voor het aanbieden van online vaktherapie. Dit praktijkonderzoek wordt uitgevoerd door de lectoraten ‘Vaktherapie bij Persoonlijkheidsstoornissen’ en ‘Innovatie in de Care’ van de Hogeschool van Arnhem en Nijmegen in samenwerking met twee vaktherapeutische praktijken (MKB) en GGNet (Centrum voor Geestelijke Gezondheid). De onderzoeksresultaten worden geïmplementeerd in het onderwijs en het werkveld.
Evaluating player game experiences through biometric measurementsThe BD4CG (Biometric Design for Casual Games project) worked in a highly interdisciplinary context with several international partners. The aim of our project was to popularize the biometric method, which is a neuro-scientific approach to evaluating the player experience. We specifically aimed at the casual games sector, where casual games can be defined as video or web-based games with simple and accessible game mechanics, non threatening themes and generally short play sessions. Popular examples of casual games are Angry Birds and FarmVille. We focussed on this sector because it is growing fast, but its methodologies have not grown with it yet. Especially the biometrics method has so far been almost exclusively used domain by the very large game developers (such as Valve and EA). The insights and scientific output of this project have been enthusiastically embraced by the international academic arena. The aim of the grant was to focus on game producers in the casual sector, and we have done so but we also established further contacts with the game sector in general. Thirty-one outputs were generated, in the form of presentations, workshops, and accepted papers in prominent academic and industry journals in the field of game studies and game user research. Partners: University of Antwerpen, RANJ, Forward Games, Double Jungle, Realgames, Dreams of Danu, Codemasters, Dezzel, Truimph Studios, Golabi Studios