Service of SURF
© 2025 SURF
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.
Een lied dat toegekend werd aan Drake en Bad Bunny, een video van een moordpoging op Trump en compromitterende nepfoto’s die gebruikt worden voor online chantage. Ze hebben met elkaar gemeen dat ze door generatieve AI gemaakt en moeilijk van echt te onderscheiden zijn. Ontwikkelingen op het vlak van generatieve kunstmatige intelligentie maken dat mediawijsheid belangrijker wordt dan ooit tevoren, want of en hoe we deze nieuwe mogelijkheden wijs benutten is nog onzeker.
LINK
The term ‘immersion’ is used frequently by professional video game developers (in both the entertainment and serious/applied industries), academics, journalists, and players. However, this word can refer to a range of different modes of engagement for players and standardisation would improve discussion of the topic. This paper suggests and explains four categories: 1. 'Systems immersion' can be used to describe when players are deeply engaged with the mechanics, challenges, and rules of a game, and is similar to a state of ‘flow’. 2. 'Spatial immersion' is the sense of a player being present in, or transported to, the virtual world, and is linked to the concept of embodiment. 3. 'Empathic/social immersion' describes the connection that a player may develop towards the characters (AI or human) and the social context of a game.4. 'Narrative/sequential immersion' can be used to describe a player’s compulsion to see how a sequence of events continues, typically in a narrative, but this is related to any progression, such as exploring new spaces or evolving gameplay mechanics.
MULTIFILE
Physical rehabilitation programs revolve around the repetitive execution of exercises since it has been proven to lead to better rehabilitation results. Although beginning the motor (re)learning process early is paramount to obtain good recovery outcomes, patients do not normally see/experience any short-term improvement, which has a toll on their motivation. Therefore, patients find it difficult to stay engaged in seemingly mundane exercises, not only in terms of adhering to the rehabilitation program, but also in terms of proper execution of the movements. One way in which this motivation problem has been tackled is to employ games in the rehabilitation process. These games are designed to reward patients for performing the exercises correctly or regularly. The rewards can take many forms, for instance providing an experience that is engaging (fun), one that is aesthetically pleasing (appealing visual and aural feedback), or one that employs gamification elements such as points, badges, or achievements. However, even though some of these serious game systems are designed together with physiotherapists and with the patients’ needs in mind, many of them end up not being used consistently during physical rehabilitation past the first few sessions (i.e. novelty effect). Thus, in this project, we aim to 1) Identify, by means of literature reviews, focus groups, and interviews with the involved stakeholders, why this is happening, 2) Develop a set of guidelines for the successful deployment of serious games for rehabilitation, and 3) Develop an initial implementation process and ideas for potential serious games. In a follow-up application, we intend to build on this knowledge and apply it in the design of a (set of) serious game for rehabilitation to be deployed at one of the partners centers and conduct a longitudinal evaluation to measure the success of the application of the deployment guidelines.
Aanleiding De geestelijke gezondheidszorg (GGZ) staat voor een grote opgave: er moet fors bezuinigd worden terwijl de kwaliteit van de zorg gehandhaafd moet blijven. Inzet van beeldcommunicatie kan hieraan een bijdrage leveren. Zorgverleners zijn echter niet of nauwelijks getraind op beeldcommunicatie. Ze zijn juist geoefend om subtiele signalen te interpreteren die via beeldcommunicatie niet of veel moeilijker waarneembaar zijn. Doelstelling De ambitie van het project is om GGZ-zorgverleners te ondersteunen bij het effectief inpassen van beeldbellen in de eigen zorgverlening. Daarvoor moeten de volgende drie doelen bereikt worden. 1. het verkrijgen van kennis en inzichten over de vraag waarom het (intensiever) inzetten van beeldbellen voor de GGZ-zorgverleners nu zo moeilijk is; 2. het omzetten van deze kennis en inzichten in producten die recht doen aan de complexiteit van de GGZ-problematiek en daarnaast praktisch toepasbaar zijn voor de drukbezette professional; 3. het verrijken van de opleidingen Verpleegkunde van deelnemende hogescholen Windesheim en Hanzehogeschool Groningen met modules en minoren waarin de verworven kennis en producten zijn geïntegreerd. De onderzoekers verzamelen data via diepte-interviews. Zij analyseren deze data met behulp van de affinity-diagrammingmethode. De resultaten van de analyses worden in workshops gedeeld met de GGZ-medewerkers en getoetst, om kennisuitwisseling en nadere vraagarticulatie te bevorderen. Beoogde resultaten De zorgverleners hebben behoefte aan praktische informatie en handvatten. De beoogde resultaten van het project zijn in eerste instantie een praktijkverhalenboek, video testimonials en checklists. Vervolgens kan daarop een e-learningmodule of MOOC en een serious game worden gebaseerd. Deze hulpmiddelen krijgen ook een plaats in het onderwijs van de verpleegkundeopleidingen van de deelnemende hogescholen.
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