Adaptive Game Technology as a Player-Centered Approach to Game Design

DK Charles, MDJ McNeill, Moira McAlister, Michaela Black, Adrian Moore, Karl Stringer, J. Kucklich, A. Kerr

Research output: Chapter in Book/Report/Conference proceedingChapter

Abstract

Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»
LanguageEnglish
Title of host publicationWorlds in Play: New Literacies and Digital Epistemologies
Pages249-265
Volume21
Publication statusPublished - 2007

Fingerprint

applied science
social science
art

Cite this

Charles, DK., McNeill, MDJ., McAlister, M., Black, M., Moore, A., Stringer, K., ... Kerr, A. (2007). Adaptive Game Technology as a Player-Centered Approach to Game Design. In Worlds in Play: New Literacies and Digital Epistemologies (Vol. 21, pp. 249-265)
Charles, DK ; McNeill, MDJ ; McAlister, Moira ; Black, Michaela ; Moore, Adrian ; Stringer, Karl ; Kucklich, J. ; Kerr, A. / Adaptive Game Technology as a Player-Centered Approach to Game Design. Worlds in Play: New Literacies and Digital Epistemologies. Vol. 21 2007. pp. 249-265
@inbook{d3968868243e4751acd08b932e3c4907,
title = "Adaptive Game Technology as a Player-Centered Approach to Game Design",
abstract = "Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»",
author = "DK Charles and MDJ McNeill and Moira McAlister and Michaela Black and Adrian Moore and Karl Stringer and J. Kucklich and A. Kerr",
year = "2007",
language = "English",
isbn = "978-0-8204-8643-7",
volume = "21",
pages = "249--265",
booktitle = "Worlds in Play: New Literacies and Digital Epistemologies",

}

Charles, DK, McNeill, MDJ, McAlister, M, Black, M, Moore, A, Stringer, K, Kucklich, J & Kerr, A 2007, Adaptive Game Technology as a Player-Centered Approach to Game Design. in Worlds in Play: New Literacies and Digital Epistemologies. vol. 21, pp. 249-265.

Adaptive Game Technology as a Player-Centered Approach to Game Design. / Charles, DK; McNeill, MDJ; McAlister, Moira; Black, Michaela; Moore, Adrian; Stringer, Karl; Kucklich, J.; Kerr, A.

Worlds in Play: New Literacies and Digital Epistemologies. Vol. 21 2007. p. 249-265.

Research output: Chapter in Book/Report/Conference proceedingChapter

TY - CHAP

T1 - Adaptive Game Technology as a Player-Centered Approach to Game Design

AU - Charles, DK

AU - McNeill, MDJ

AU - McAlister, Moira

AU - Black, Michaela

AU - Moore, Adrian

AU - Stringer, Karl

AU - Kucklich, J.

AU - Kerr, A.

PY - 2007

Y1 - 2007

N2 - Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

AB - Worlds in Play, a map of the «state of play» in digital games research today, illustrates the great variety and extreme contrasts in the landscape cleft by contemporary digital games research. The chapters in this volume are the work of an international review board of seventy game-study specialists from fields spanning social sciences, arts, and humanities to the physical and applied sciences and technologies. A wellspring of inspiring concepts, models, protocols, data, methods, tools, critical perspectives, and directions for future work, Worlds in Play will support and assist in reading not only within, but across fields of play - disciplinary, temporal, and geographical - and encourage all of us to widen our focus to encompass the omni-dimensional phenomenon of «worlds in play.»

M3 - Chapter

SN - 978-0-8204-8643-7

VL - 21

SP - 249

EP - 265

BT - Worlds in Play: New Literacies and Digital Epistemologies

ER -

Charles DK, McNeill MDJ, McAlister M, Black M, Moore A, Stringer K et al. Adaptive Game Technology as a Player-Centered Approach to Game Design. In Worlds in Play: New Literacies and Digital Epistemologies. Vol. 21. 2007. p. 249-265