User-System-Experience Model for User Centered Design in Computer Games. Cowley, B., Charles, D., Black, M., & Hickey, R. In Adaptive Hypermedia and Adaptive Web-Based Systems, volume 4018, pages 419–424, United States, 2006. Springer.
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This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.
@inproceedings{cowley_user-system-experience_2006,
	address = {United States},
	title = {User-{System}-{Experience} {Model} for {User} {Centered} {Design} in {Computer} {Games}},
	volume = {4018},
	doi = {10.1007/11768012_62},
	abstract = {This paper details the central ideas to date, from a PhD entitled ‘Player Profiling for Adaptive Artificial Intelligence in Computer and Video Games’. Computer and videogames differ from other web and productivity software in that games are much more highly interactive and immersive experiences. Whereas usability and user modelling for other software may be based on productivity alone, games require an additional factor that takes account of the quality of the user experience in playing a game. In order to describe that experience we describe a model of User, System and Experience (USE) in which the primary construct for evaluation of a player’s experience will be the Experience Fluctuation Model (EFM), taken from Flow theory. We illustrate with a straightforward example how this system may be automated in real-time within a commercial game.},
	language = {English},
	booktitle = {Adaptive {Hypermedia} and {Adaptive} {Web}-{Based} {Systems}},
	publisher = {Springer},
	author = {Cowley, Benjamin and Charles, Darryl and Black, Michaela and Hickey, Ray},
	year = {2006},
	pages = {419--424},
}
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