Technologies to Support Adaptable Game Design: A Systematic Mapping Study

Authors

DOI:

https://doi.org/10.5753/jbcs.2024.3090

Keywords:

Adaptation, Inclusion, Accessibility, Digital Games, Personalization, Tailoring

Abstract

Designing games accessible and inclusive to a broader audience requires considering social, technical, and cultural aspects that recognize the diversity of the target audience. One strategy to foster inclusion is through adaptability, allowing games to be adapted based on the needs of their users. In this context, a Systematic Mapping Study was conducted to identify and document existing studies focusing on the adaptation of digital games. Aiming at creating a structured and wide panorama of the scientific literature, this paper draws on the 5W2H Framework to answer the following research questions: (1) What game characteristics are being adapted? (2) Why is it being adapted? (3) For whom is it being adapted? (4) When does the adaptation occur? (5) Who is carrying out the adaptation? (6) What technologies are present? (7) Where are the technologies used? (8) How were the technologies evaluated? (9) What was evaluated? (10) Who evaluated? and (11) What theories and methodologies support the study? Beyond presenting the current state-of-the-art in digital game adaptation, the mapping study highlights a prevailing trend in research on adaptive systems. Notably, Patients and Health Professionals emerge as the primary target audience, although many studies did not specify their target audience. The results also indicate that the evaluation of technologies commonly employs Proof of Concept, Experiment, and Case Studies, with Patients and Students frequently considered as the target audience, albeit as secondary participants in the adaptation and evaluation processes. Finally, the findings reveal that most papers lack explicit grounding in a theoretical or methodological foundation, suggesting the need for further investigation.

Downloads

Download data is not yet available.

References

ACM (2024). ACM Code of Ethics and Professional Conduct. Available from: [link]. Accessed in 04 January 2024.

Afyouni, I., Einea, A., and Murad, A. (2019). Rehabot: Gamified virtual assistants towards adaptive telerehabilitation. In Adjunct Publication of the 27th Conference on User Modeling, Adaptation and Personalization, UMAP'19 Adjunct, page 21–26, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3314183.3324988.

Agres, K. and Herremans, D. (2017). Music and motion-detection: A game prototype for rehabilitation and strengthening in the elderly. In 2017 International Conference on Orange Technologies (ICOT), pages 95-98. DOI: 10.1109/ICOT.2017.8336097.

Ahmad, M. I., Mubin, O., and Orlando, J. (2016). Effect of different adaptations by a robot on children's long-term engagement: An exploratory study. In Proceedings of the 13th International Conference on Advances in Computer Entertainment Technology, ACE '16, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3001773.3001803.

Antonova, A., Dankov, Y., and Bontchev, B. (2019). Smart services for managing the design of personalized educational video games. In Proceedings of the 9th Balkan Conference on Informatics, BCI'19, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3351556.3351574.

Anyango, J. T. and Suleman, H. (2021). Supporting cs1 instructors: Design and evaluation of a game generator. In Proceedings of the 26th ACM Conference on Innovation and Technology in Computer Science Education V. 1, ITiCSE '21, page 115–121, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3430665.3456306.

Archambault, D. and Olivier, D. (2005). How to make games for visually impaired children. In Proceedings of the 2005 ACM SIGCHI International Conference on Advances in Computer Entertainment Technology, ACE '05, page 450–453, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/1178477.1178578.

Arnold, S., Fujima, J., Karsten, A., and Simeit, H. (2013). Adaptive behavior with user modeling and storyboarding in serious games. In 2013 International Conference on Signal-Image Technology & Internet-Based Systems, pages 345-350. DOI: 10.1109/SITIS.2013.63.

Ascari, R. E. O. S., Silva, L., and Pereira, R. (2020). Personalized gestural interaction applied in a gesture interactive game-based approach for people with disabilities. In Proceedings of the 25th International Conference on Intelligent User Interfaces, IUI '20, page 100–110, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3377325.3377495.

Assiroj, P., Warnars, H. L. H. S., Heryadi, Y., Trisetyarso, A., Suparta, W., and Abbas, B. S. (2018). Adaptive game design using case-based reasoning method for high performance computing learning. In 2018 Indonesian Association for Pattern Recognition International Conference (INAPR), pages 177-181. DOI: 10.1109/INAPR.2018.8627017.

Bakkes, S., Tan, C. T., and Pisan, Y. (2012). Personalised gaming: A motivation and overview of literature. Journal. Creative Technologies. DOI: 10.1145/2336727.2336731.

Baldeon, J., Puig, A., Rodriguez, I., and Zardain, L. (2018). A platform for the authoring of educational games. In 2018 13th Iberian Conference on Information Systems and Technologies (CISTI), pages 1-6. DOI: 10.23919/CISTI.2018.8399394.

Bannon, L. (2011). Reimagining hci: Toward a more human-centered perspective. Interactions, 18(4):50–57. DOI: 10.1145/1978822.1978833.

Barbosa, S. and Silva, B. (2010). Interação Humano-Computador. Elsevier Brasil. Available online [link].

Barricelli, B. R., Cassano, F., Fogli, D., and Piccinno, A. (2019). End-user development, end-user programming and end-user software engineering: A systematic mapping study. Journal of Systems and Software, 149:101-137. DOI: 10.1016/j.jss.2018.11.041.

Bayliss, B. (2020). The Last of Us Part II Accessibility Consultants — Advancing The Industry. Available online [link]. Accessed in: 04 January 2024.

Bellotti, F., Berta, R., De Gloria, A., and Primavera, L. (2009). A task annotation model for sandbox serious games. In 2009 IEEE Symposium on Computational Intelligence and Games, pages 233-240. DOI: 10.1109/CIG.2009.5286471.

Berkovsky, S., Freyne, J., and Coombe, M. (2012). Physical activity motivating games: Be active and get your own reward. ACM Trans. Comput.-Hum. Interact., 19(4). DOI: 10.1145/2395131.2395139.

Beyyoudh, M., Idrissi, M. K., and Bennani, S. (2018). A new approach of designing an intelligent tutoring system based on adaptive workflows and pedagogical games. In 2018 17th International Conference on Information Technology Based Higher Education and Training (ITHET), pages 1-7. DOI: 10.1109/ITHET.2018.8424619.

Bicho, F. and Martinho, C. (2018). Multi-dimensional player skill progression modelling for procedural content generation. In Proceedings of the 13th International Conference on the Foundations of Digital Games, pages 1-10. DOI: 10.1145/3235765.3235774.

Bocij, P., Greasley, A., and Hickie, S. (2016). Business information systems: Technology, development and management for the e-business. Pearson. Book.

Bodas, A., Upadhyay, B., Nadiger, C., and Abdelhak, S. (2018). Reinforcement learning for game personalization on edge devices. In 2018 International Conference on Information and Computer Technologies (ICICT), pages 119-122. DOI: 10.1109/INFOCT.2018.8356853.

Bontchev, B. and Vassileva, D. (2016). Assessing engagement in an emotionally-adaptive applied game. In Proceedings of the fourth international conference on technological ecosystems for enhancing multiculturality, pages 747-754. DOI: 10.1145/3012430.3012602.

Borges, J. B., Juy, C. L., de Andrade Matos, I. S., Silveira, P. V. A., and Darin, T. d. G. R. (2020). Player experience evaluation: a brief panorama of instruments and research opportunities. Journal on Interactive Systems, 11(1):74-91. DOI: 10.5753/jis.2020.765.

Braun, V. and Clarke, V. (2006). Using thematic analysis in psychology. Qualitative Research in Psychology, 3:77-101. DOI: 10.1191/1478088706qp063oa.

Burgess, M. C., Dill, K. E., Stermer, S. P., Burgess, S. R., and Brown, B. P. (2011). Playing with prejudice: The prevalence and consequences of racial stereotypes in video games. Media Psychology, 14(3):289-311. DOI: 10.1080/15213269.2011.596467.

Buzzi, M. C., Buzzi, M., Perrone, E., Rapisarda, B., and Senette, C. (2016). Learning games for the cognitively impaired people. In Proceedings of the 13th International Web for All Conference, pages 1-4. DOI: 10.1145/2899475.2899487.

Cambridge Dictionary (2024a). GUIDELINE | English Meaning. Available online [link]. Accessed in 04 January 2024.

Cambridge Dictionary (2024b). Methodology | English Meaning. Available online [link]. Accessed in 04 January 2024.

Carnegie Mellon University (2024). Software Architecture | Software Engineering Institute. Available from: [link]. Accessed in 04 January 2024.

Carneiro, N., Miranda, D., Pereira, G., Mendonça, G., and Darin, T. (2022). A systematic mapping on player’s profiles: motivations, behavior, and personality characteristics. Journal on Interactive Systems, 13(1):257-273. DOI: 10.5753/jis.2022.2572.

Carvalho, C., Teran, L., Mota, M., and Pereira, R. (2022). A systematic mapping study on digital game adaptation dimensions. In Proceedings of the 21st Brazilian Symposium on Human Factors in Computing Systems, IHC '22, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3554364.3559122.

Caulfield, J. (2024). How to Do Thematic Analysis | A Step-by-Step Guide & Examples. Available online [link]. Accessed in 04 January 2024.

Chang, Y.-J., Kang, Y.-S., Chang, Y.-S., Liu, H.-H., Wang, C.-C., and Kao, C. C. (2015). Designing kinect2scratch games to help therapists train young adults with cerebral palsy in special education school settings. In Proceedings of the 17th International ACM SIGACCESS Conference on Computers & Accessibility, pages 317-318. DOI: 10.1145/2700648.2811356.

Codreanu, I. A. and Florea, A. M. (2015). A proposed serious game architecture to self-management healthcare for older adults. In 2015 17th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing (SYNASC), pages 437-440. DOI: 10.1109/SYNASC.2015.71.

Conati, C. and Zhao, X. (2004). Building and evaluating an intelligent pedagogical agent to improve the effectiveness of an educational game. In Proceedings of the 9th International Conference on Intelligent User Interfaces, IUI '04, page 6–13, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/964442.964446.

Cormen, T. H., Leiserson, C. E., Rivest, R. L., and Stein, C. (2009). Introduction to algorithms. MIT press. Book.

Correa, A. G. D., De Biase, L. C. C., Lotto, E. P., and Lopes, R. D. (2018). Development and usability evaluation of an configurable educational game for the visually impaired. In 2018 IEEE Games, Entertainment, Media Conference (GEM), pages 1-9. DOI: 10.1109/GEM.2018.8516472.

Coyle, D., Doherty, G., and Sharry, J. (2010). Playwrite: End-user adaptable games to support adolescent mental health. In CHI '10 Extended Abstracts on Human Factors in Computing Systems, CHI EA '10, page 3889–3894, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/1753846.1754074.

Csikszentmihalyi, M. (1991). Flow: The Psychology of Optimal Experience. Harper Perennial, New York, NY. Available online [link].

da Hora Rodrigues, K. R., Elias Cardoso Verhalen, A., Willian da Silva, J., Marino Silva, T., Geurgas Zavarizz, R., de Almeida Neris, V. P., and Maia de Souza, P. (2023). Design and Evaluation of an Authoring Platform for Therapeutic Digital Games. Interacting with Computers, page iwac045. DOI: 10.1093/iwc/iwac045.

da Silva Cardoso, J., Schmidt, E., and Pereira, R. (2018). E-mundi: Uma ferramenta conceitual para apoiar a análise e o design de jogos. In Anais do 27º Simpósio Brasileiro de Jogos e Entretenimento Digital, pages 142-151. DOI: 10.5753/wiplay.2019.7835.

Daoud, M. I., Qadoummi, T., and el Diehn I. Abou-Tair, D. (2015). An interactive rehabilitation framework for assisting people with cerebral palsy. In Proceedings of the 3rd 2015 Workshop on ICTs for Improving Patients Rehabilitation Research Techniques, REHAB '15, page 46–49, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2838944.2838956.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3):319-340. DOI: 10.2307/249008.

de Miranda, L. C., Hornung, H., Pereira, R., and Baranauskas, M. C. C. (2013). Exploring adjustable interactive rings in game playing: preliminary results. In Design, User Experience, and Usability. Health, Learning, Playing, Cultural, and Cross-Cultural User Experience: Second International Conference, DUXU 2013, Held as Part of HCI International 2013, Las Vegas, NV, USA, July 21-26, 2013, Proceedings, Part II 2, pages 518-527. Springer. DOI: 10.1007/978-3-642-39241-2_57.

de Oliveira Schultz Ascari, R. E., Silva, L., and Pereira, R. (2023). Mypgi-a methodology to yield personalized gestural interaction. Universal Access in the Information Society, pages 1-26. DOI: 10.1007/s10209-022-00965-w.

Delgado-Mata, C. and Ibánez, J. (2011). Adaptive physics for game-balancing in video-games for social interaction. In 2011 International Conference on Technologies and Applications of Artificial Intelligence, pages 254-259. DOI: 10.1109/TAAI.2011.52.

Demediuk, S., Raffe, W. L., and Li, X. (2016). An adaptive training framework for increasing player proficiency in games and simulations. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, CHI PLAY Companion '16, page 125–131, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2968120.2987735.

Denisova, A. and Cairns, P. (2015). Adaptation in digital games: The effect of challenge adjustment on player performance and experience. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '15, page 97–101, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2793107.2793141.

Deterding, S., Dixon, D., Khaled, R., and Nacke, L. (2011). From game design elements to gamefulness: Defining "gamification". In Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, MindTrek '11, page 9–15, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2181037.2181040.

Duque, M. G., Palm, R. B., Ha, D., and Risi, S. (2020). Finding game levels with the right difficulty in a few trials through intelligent trial-and-error. CoRR, abs/2005.07677. DOI: 10.1109/CoG47356.2020.9231548.

Esfahlani, S. S., Cirstea, S., Sanaei, A., and Wilson, G. (2017). An adaptive self-organizing fuzzy logic controller in a serious game for motor impairment rehabilitation. In 2017 IEEE 26th International Symposium on Industrial Electronics (ISIE), pages 1311-1318. DOI: 10.1109/ISIE.2017.8001435.

Fedechen, E. A., Silva Junior, D., and Pereira, R. (2022). Gamification in open design: Supporting the choice of context-appropriate gamification elements. In XVIII Brazilian Symposium on Information Systems, SBSI, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3535511.3535525.

Ferrari, B., Junior, D. P. d. S., Oliveira, C. M., Ortiz, J. S. B., and Pereira, R. (2020). Socially aware design of games: an early workshop for game designers. Journal on Interactive Systems, 11:92–109. DOI: 10.5753/jis.2020.757.

Ferreira, D. R., Baptista, C. K., da Silva Rodrigues, B., Siqueira, B. C., Blascovi-Assis, S. M., and Corrêa, A. G. (2021). Development and test of a serious game for dorsiflexion and plantarflexion exercises of the feet. Journal on Interactive Systems, 12(1):58-68. DOI: 10.5753/jis.2021.1916.

Ferreira, L., Cavaco, S., and Badia, S. B. i. (2019). A usability study with healthcare professionals of a customizable framework for reminiscence and music based cognitive activities for people with dementia. In Proceedings of the 23rd Pan-Hellenic Conference on Informatics, PCI '19, page 16–23, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3368640.3368654.

Foukarakis, M., Leonidis, A., Adami, I., Antona, M., and Stephanidis, C. (2011). An adaptable card game for older users. In Proceedings of the 4th International Conference on PErvasive Technologies Related to Assistive Environments, PETRA '11, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2141622.2141655.

Frommel, J., Fischbach, F., Rogers, K., and Weber, M. (2018). Emotion-based dynamic difficulty adjustment using parameterized difficulty and self-reports of emotion. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '18, page 163–171, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3242671.3242682.

Game Accessibility Guidelines (2023). Game accessibility guidelines. Available online [link]. Accessed in 06 June 2023.

Garcia, F. E. and de Almeida Neris, V. P. (2022). A framework for tailorable games: Toward inclusive end-user development of inclusive games. Univers. Access Inf. Soc., 21(1):193–237. DOI: 10.1007/s10209-020-00779-8.

Geurts, L., Vanden Abeele, V., Husson, J., Windey, F., Van Overveldt, M., Annema, J.-H., and Desmet, S. (2010). Digital games for physical therapy: Fulfilling the need for calibration and adaptation. In Proceedings of the Fifth International Conference on Tangible, Embedded, and Embodied Interaction, TEI '11, page 117–124, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/1935701.1935725.

Gouaïch, A., Hocine, N., Van Dokkum, L., and Mottet, D. (2012). Digital-pheromone based difficulty adaptation in post-stroke therapeutic games. In Proceedings of the 2nd ACM SIGHIT International Health Informatics Symposium, IHI '12, page 5–12, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2110363.2110368.

Graf, R., Benawri, P., Whitesall, A. E., Carichner, D., Li, Z., Nebeling, M., and Kim, H. S. (2019). Igym: An interactive floor projection system for inclusive exergame environments. In Proceedings of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '19, page 31–43, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3311350.3347161.

Grammatikopoulou, A., Laraba, S., Sahbenderoglu, O., Dimitropoulos, K., and Grammalidis, N. (2017). An adaptive framework for the creation of bodymotion-based games. In 2017 9th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 209-216. DOI: 10.1109/VS-GAMES.2017.8056603.

Grammenos, D., Savidis, A., and Stephanidis, C. (2009). Designing universally accessible games. Comput. Entertain., 7(1). DOI: 10.1145/1486508.1486516.

Guebarra Conejo, G., Gasparini, I., and da Silva Hounsell, M. (2019). 5w2h+m: A broad gamification design process but focused on motivation. Revista Novas Tecnologias na Educação, 17(3):112–121. DOI: 10.22456/1679-1916.99432.

Hamdaoui, N., Khalidi Idrissi, M., and Bennani, S. (2015). Ameg: Adaptive mechanism for educational games based on imsld and artificial intelligence. In 2015 10th International Conference on Intelligent Systems: Theories and Applications (SITA), pages 1-6. DOI: 10.1109/SITA.2015.7358424.

Harrison, B. and Roberts, D. L. (2013). Analytics-driven dynamic game adaption for player retention in scrabble. In 2013 IEEE Conference on Computational Inteligence in Games (CIG), pages 1-8. DOI: 10.1109/CIG.2013.6633632.

Hendrix, M., Bellamy-Wood, T., McKay, S., Bloom, V., and Dunwell, I. (2019). Implementing adaptive game difficulty balancing in serious games. IEEE Transactions on Games, 11(4):320-327. DOI: 10.1109/TG.2018.2791019.

Hocine, N. and Gouaïch, A. (2011). Therapeutic games' difficulty adaptation: An approach based on player's ability and motivation. In 2011 16th International Conference on Computer Games (CGAMES), pages 257-261. DOI: 10.1109/CGAMES.2011.6000349.

Hussaan, A. M. and Sehaba, K. (2013). Adaptive serious game for rehabilitation of persons with cognitive disabilities. In 2013 IEEE 13th International Conference on Advanced Learning Technologies, pages 65-69. DOI: 10.1109/ICALT.2013.25.

IGI Global (2024). What is Accessibility? Available online [link]. Accessed in 04 January 2024.

Interaction Design Foundation (2024a). Artifact | The Glossary of Human Computer Interaction. Available online [link]. Accessed in 04 January 2024.

Interaction Design Foundation (2024b). What is Usability Testing? Available online [link]. Accessed in 04 January 2024.

ISO (2011). Iso/iec 25010: Systems and software engineering - systems and software quality requirements and evaluation (square) - system and software quality models. Available online [link].

ISO (2019). Iso 9241-210:2019 ergonomics of human-system interaction — part 210: Human-centred design for interactive systems. Available online [link].

Ivan, C., Rumondor, P. C., Ricky, M. Y., Yossy, E. H., and Budiharto, W. (2017). Help the math town: Adaptive multiplayer math-science games using fuzzy logic. Procedia Computer Science, 116:309-317. Discovery and innovation of computer science technology in artificial intelligence era: The 2nd International Conference on Computer Science and Computational Intelligence (ICCSCI 2017). DOI: 10.1016/j.procs.2017.10.080.

Jacobs, A., Timmermans, A., Michielsen, M., Vander Plaetse, M., and Markopoulos, P. (2013). Contrast: Gamification of arm-hand training for stroke survivors. In CHI '13 Extended Abstracts on Human Factors in Computing Systems, CHI EA '13, page 415–420, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2468356.2468430.

Jimison, H. and Pavel, M. (2006). Embedded assessment algorithms within home-based cognitive computer game exercises for elders. In 2006 International Conference of the IEEE Engineering in Medicine and Biology Society, pages 6101-6104. DOI: 10.1109/IEMBS.2006.260303.

Jones, R. (2016). Adaptive play: A prototype of a responsive children's videogame for greater inclusivity. In Proceedings of the 9th Nordic Conference on Human-Computer Interaction, NordiCHI '16, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2971485.2996738.

Kamitsios, M., Chrysafiadi, K., Virvou, M., and Sakkopoulos, E. (2018). A stereotype user model for an educational game: Overcome the difficulties in game playing and focus on the educational goal. In 2018 9th International Conference on Information, Intelligence, Systems and Applications (IISA), pages 1-6. DOI: 10.1109/IISA.2018.8633655.

Karime, A., Hafidh, B., Gueaieb, W., and El Saddik, A. (2015). A modular mobile exergaming system with an adaptive behavior. In 2015 IEEE International Symposium on Medical Measurements and Applications (MeMeA) Proceedings, pages 531-536. DOI: 10.1109/MeMeA.2015.7145261.

Karime, A., Mahfujur Rahman, A. S. M., El Saddik, A., and Gueaieb, W. (2011). Rehaball: Rehabilitation of upper limbs with a sensory-integrated stress ball. In 2011 IEEE International Workshop on Haptic Audio Visual Environments and Games, pages 24-28. DOI: 10.1109/HAVE.2011.6088388.

Karoui, A., Alvarez, L., Goffre, T., Dherbey Chapuis, N., Rodi, M., and Ramalho, M. (2021). Adaptive Pathways within the European Platform for Personalized Language Learning PEAPL, page 90–94. UMAP '21. Association for Computing Machinery, New York, NY, USA. DOI: 10.1145/3450614.3464480.

Kelleher, C., Tam, S., May, M., Profitt, R., and Engsberg, J. (2011). Towards a therapist-centered programming environment for creating rehabilitation games. In 2011 16th International Conference on Computer Games (CGAMES), pages 240-247. DOI: 10.1109/CGAMES.2011.6000346.

Khabbaz, A. H., Pouyan, A. A., Fateh, M., and Abolghasemi, V. (2017). An adaptive rl based fuzzy game for autistic children. In 2017 Artificial Intelligence and Signal Processing Conference (AISP), pages 47-52. DOI: 10.1109/AISP.2017.8324105.

Khoshkangini, R., Marconi, A., and Valetto, G. (2017). Machine learning for personalized challenges in a gamified sustainable mobility scenario. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play, CHI PLAY '17 Extended Abstracts, page 361–368, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3130859.3131321.

Kitchenham, B. and Charters, S. (2007). Guidelines for performing systematic literature reviews in software engineering. Available online [link].

Kleinberg, J. and Tardos, 'E. (2005). Algorithm design. Pearson Education.

Klock, A. C. T., Gasparini, I., and Pimenta, M. S. (2016). 5w2h framework: A guide to design, develop and evaluate the user-centered gamification. In Proceedings of the 15th Brazilian Symposium on Human Factors in Computing Systems, IHC '16, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3033701.3033715.

Klock, A. C. T., Gasparini, I., Pimenta, M. S., and Hamari, J. (2020). Tailored gamification: A review of literature. International Journal of Human-Computer Studies, 144:102495. DOI: 10.1016/j.ijhcs.2020.102495.

Lazar, J., Feng, J. H., and Hochheiser, H. (2017). Research Methods in Human Computer Interaction (Second Edition). Morgan Kaufmann, Boston, second edition. DOI: 10.1016/B978-0-12-805390-4.00010-8.

Leonardou, A. and Rigou, M. (2016). An adaptive mobile casual game for practicing multiplication. In Proceedings of the 20th Pan-Hellenic Conference on Informatics, PCI '16, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3003733.3003798.

Lioulemes, A., Sassaman, P., Gieser, S. N., Karkaletsis, V., Makedon, F., and Metsis, V. (2015). Self-managed patient-game interaction using the barrett wam arm for motion analysis. In Proceedings of the 8th ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA '15, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2769493.2769517.

Loiacono, T., Trabucchi, M., Messina, N., Matarazzo, V., Garzotto, F., and Beccaluva, E. A. (2018). Social matchup -: A memory-like virtual reality game for the enhancement of social skills in children with neurodevelopmental disorders. In Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, CHI EA '18, page 1–6, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3170427.3188525.

Lopes, R. and Bidarra, R. (2011). Adaptivity challenges in games and simulations: A survey. Computational Intelligence and AI in Games, IEEE Transactions on, 3:85 - 99. DOI: 10.1109/TCIAIG.2011.2152841.

Lopes, R., Eisemann, E., and Bidarra, R. (2018). Authoring adaptive game world generation. IEEE Transactions on Games, 10(1):42-55. DOI: 10.1109/TCIAIG.2017.2678759.

Loria, E. and Marconi, A. (2020). Reading between the lines – towards an algorithm exploiting in-game behaviors to learn preferences in gameful systems. In Proceedings of the 15th International Conference on the Foundations of Digital Games, FDG '20, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3402942.3403016.

Mace, R. (1997). What is universal design. The Center for Universal Design at North Carolina State University, 19:2004. Available online [link].

Madeira, R. N., Antunes, A., and Postolache, O. (2017). Web applications and web services support therapists in a multi-sensor platform for therapeutic gaming. In Proceedings of the 19th International Conference on Information Integration and Web-Based Applications & Services, iiWAS '17, page 563–567, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3151759.3151839.

Madeira, R. N., Correia, N., Dias, A. C., Guerra, M., Postolache, O., and Postolache, G. (2011). Designing personalized therapeutic serious games for a pervasive assistive environment. In 2011 IEEE 1st International Conference on Serious Games and Applications for Health (SeGAH), pages 1-10. DOI: 10.1109/SeGAH.2011.6165465.

Mader, S., Levieux, G., and Natkin, S. (2016). A game design method for therapeutic games. In 2016 8th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES), pages 1-8. DOI: 10.1109/VS-GAMES.2016.7590333.

Martin-Niedecken, A. L. and Götz, U. (2016). Design and evaluation of a dynamically adaptive fitness game environment for children and young adolescents. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, CHI PLAY Companion '16, page 205–212, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2968120.2987720.

Martin-Niedecken, A. L., Rogers, K., Turmo Vidal, L., Mekler, E. D., and M'arquez Segura, E. (2019). Exercube vs. personal trainer: Evaluating a holistic, immersive, and adaptive fitness game setup. In Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, CHI '19, page 1–15, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3290605.3300318.

Mason, L., Gerling, K., Dickinson, P., and Holopainen, J. (2020). Dash lane: An adaptive exergame for people using manual wheelchairs. In Companion Publication of the 2020 ACM Designing Interactive Systems Conference, DIS' 20 Companion, page 321–324, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3393914.3395823.

Mavromoustakos-Blom, P., Bakkes, S., and Spronck, P. (2018). Personalized crisis management training on a tablet. In Proceedings of the 13th International Conference on the Foundations of Digital Games, FDG '18, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3235765.3235771.

Mei, C., Mason, L., and Quarles, J. (2015). "i built it!" — exploring the effects of customizable virtual humans on adolescents with asd. In 2015 IEEE Virtual Reality (VR), pages 235-236. DOI: 10.1109/VR.2015.7223382.

Mendes, E., Wohlin, C., Felizardo, K., and Kalinowski, M. (2020). When to update systematic literature reviews in software engineering. Journal of Systems and Software, 167:110607. DOI: 10.1016/j.jss.2020.110607.

Mercado Livre (2024). Sony PlayStation 4 Slim 1TB Standard cor preto onyx. Available from: [link]. Accessed in 04 January 2024.

Microsoft (2024). Xbox Adaptive Controller | Xbox. Available from: [link]. Accessed in 04 January 2024.

Miesenberger, K., Ossmann, R., Archambault, D., Searle, G., and Holzinger, A. (2008). More than just a game: Accessibility in computer games. In HCI and Usability for Education and Work: 4th Symposium of the Workgroup Human-Computer Interaction and Usability Engineering of the Austrian Computer Society, USAB 2008, Graz, Austria, November 20-21, 2008. Proceedings 4, volume 5298, pages 247-260. Springer. DOI: 10.1007/978-3-540-89350-9_18.

Mildner, P., John, B., Moch, A., and Effelsberg, W. (2014). Creation of custom-made serious games with user-generated learning content. In 2014 13th Annual Workshop on Network and Systems Support for Games, pages 1-6. DOI: 10.1109/NetGames.2014.7008959.

Miljanovic, M. A. and Bradbury, J. S. (2020). Gidgetml: An adaptive serious game for enhancing first year programming labs. In Proceedings of the ACM/IEEE 42nd International Conference on Software Engineering: Software Engineering Education and Training, ICSE-SEET '20, page 184–192, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3377814.3381716.

Monterrat, B., Lavoué, 'E., and George, S. (2017). Adaptation of gaming features for motivating learners. Simulation & Gaming, 48(5):625-656. DOI: 10.1177/1046878117712632.

Montoya, M. F., Mu noz, J., and Henao, O. (2019). Design of an upper limbs rehabilitation videogame with semg and biocybernetic adaptation. In Proceedings of the 5th Workshop on ICTs for Improving Patients Rehabilitation Research Techniques, REHAB '19, page 152–155, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3364138.3364170.

Moon, H.-S. and Seo, J. (2020). Dynamic difficulty adjustment via fast user adaptation. In Adjunct Publication of the 33rd Annual ACM Symposium on User Interface Software and Technology, UIST '20 Adjunct, page 13–15, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3379350.3418578.

Muñoz, J. E., Cao, S., and Boger, J. (2019). Kinematically adaptive exergames: Personalizing exercise therapy through closed-loop systems. In 2019 IEEE International Conference on Artificial Intelligence and Virtual Reality (AIVR), pages 118-1187. DOI: 10.1109/AIVR46125.2019.00026.

Nakamichi, T. and Ito, T. (2015). Implementation and qualitative analysis of an adaptive computer shogi program by producing seesaw game. In 2015 Conference on Technologies and Applications of Artificial Intelligence (TAAI), pages 453-460. DOI: 10.1109/TAAI.2015.7407107.

Ng, G., Shin, J. G., Plopski, A., Sandor, C., and Saakes, D. (2018). Situated game level editing in augmented reality. In Proceedings of the Twelfth International Conference on Tangible, Embedded, and Embodied Interaction, TEI '18, page 409–418, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3173225.3173230.

Nogueira, D. N., Prates, R. O., and Chaimowicz, L. (2013). Utilizando meta-design para customizacc ao de conte'udo em um portal de jogos educativos. In Proceedings of the 12th Brazilian Symposium on Human Factors in Computing Systems, IHC '13, page 292–295, Porto Alegre, BRA. Brazilian Computer Society. DOI: 10.5555/2577101.2577171.

Ogunyemi, A., Lamas, D., Larusdottir, M., and Loizides, F. (2018). A systematic mapping study of hci practice research. International Journal of Human-Computer Interaction, 35:1-27. DOI: 10.1080/10447318.2018.1541544.

Oliveira, R. N., Rocha, R. V., and Goya, D. H. (2021). Planning the design and execution of student performance assessment in serious games. Journal on Interactive Systems, 12(1):172-190. DOI: 10.5753/jis.2021.1907.

Oliveira, S. and Magalhães, L. (2017). Adaptive content generation for games. In 2017 24º Encontro Português de Computação Gráfica e Interação (EPCGI), pages 1-8. DOI: 10.1109/EPCGI.2017.8124303.

Oppermann, R. (1994). Adaptively supported adaptability. Int. J. Hum.-Comput. Stud., 40(3):455-472. DOI: 10.1006/ijhc.1994.1021.

Orji, R., Nacke, L. E., and Di Marco, C. (2017). Towards personality-driven persuasive health games and gamified systems. In Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, CHI '17, page 1015–1027, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3025453.3025577.

Ozgur, A. G., Faucon, L. P., Maceira-Elvira, P., Wessel, M. J., Johal, W., Özgür, A., Cadic-Melchior, A., Hummel, F. C., and Dillenbourg, P. (2019). Towards an adaptive upper limb rehabilitation game with tangible robots. In 2019 IEEE 16th International Conference on Rehabilitation Robotics (ICORR), pages 294-299. DOI: 10.1109/ICORR.2019.8779429.

Papadimitriou, S. and Virvou, M. (2017). Adaptivity in scenarios in an educational adventure game. In 2017 8th International Conference on Information, Intelligence, Systems & Applications (IISA), pages 1-6. DOI: 10.1109/IISA.2017.8316453.

Parnandi, A. and Gutierrez-Osuna, R. (2017). Physiological modalities for relaxation skill transfer in biofeedback games. IEEE Journal of Biomedical and Health Informatics, 21(2):361-371. DOI: 10.1109/JBHI.2015.2511665.

Parsifal (2024). Parsifal. Available from: [link]. Accessed in 04 January 2024.

Parsons, T. D. and Reinebold, J. L. (2012). Adaptive virtual environments for neuropsychological assessment in serious games. IEEE Transactions on Consumer Electronics, 58(2):197-204. DOI: 10.1109/TCE.2012.6227413.

Peirce, N., Conlan, O., and Wade, V. (2008). Adaptive educational games: Providing non-invasive personalised learning experiences. In 2008 Second IEEE International Conference on Digital Game and Intelligent Toy Enhanced Learning, pages 28-35. DOI: 10.1109/DIGITEL.2008.30.

Pelegrino, M., Torok, L., Trevisan, D., and Clua, E. (2014). Creating and designing customized and dynamic game interfaces using smartphones and touchscreen. In 2014 Brazilian Symposium on Computer Games and Digital Entertainment, pages 133-139. DOI: 10.1109/SBGAMES.2014.21.

Pereira, R. and Baranauskas, M. C. C. (2015). A value-oriented and culturally informed approach to the design of interactive systems. International Journal of Human-Computer Studies, 80:66-82. DOI: 10.1016/j.ijhcs.2015.04.001.

Pereira, R., Rodrigues, K. R., and Silveira, M. S. (2021). Gamifichi: thematized badges for hci courses. In Proceedings of the XX Brazilian Symposium on Human Factors in Computing Systems, pages 1-10. DOI: 10.1145/3472301.3484329.

Petersen, K., Feldt, R., Mujtaba, S., and Mattsson, M. (2008). Systematic mapping studies in software engineering. In Proceedings of the 12th International Conference on Evaluation and Assessment in Software Engineering, EASE'08, page 68–77, Swindon, GBR. BCS Learning & Development Ltd.. DOI: 10.5555/2227115.2227123.

Petersen, K., Vakkalanka, S., and Kuzniarz, L. (2015). Guidelines for conducting systematic mapping studies in software engineering: An update. Information and Software Technology, 64:1-18. DOI: 0.1016/j.infsof.2015.03.007.

Petticrew, M. and Roberts, H. (2006). Systematic Reviews in the Social Sciences: A Practical Guide, volume 11. John Wiley & Sons, Ltd. DOI: 10.1002/9780470754887.

Pezzera, M. and Borghese, N. A. (2020). Dynamic difficulty adjustment in exer-games for rehabilitation: a mixed approach. In 2020 IEEE 8th International Conference on Serious Games and Applications for Health (SeGAH), pages 1-7. DOI: 10.1109/SeGAH49190.2020.9201871.

Philezwini Sithungu, S. and Marie Ehlers, E. (2020). A reinforcement learning-based classification symbiont agent for dynamic difficulty balancing. In 2020 The 3rd International Conference on Computational Intelligence and Intelligent Systems, CIIS 2020, page 15–23, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3440840.3440856.

Pirovano, M., Mainetti, R., Baud-Bovy, G., Lanzi, P. L., and Borghese, N. A. (2012). Self-adaptive games for rehabilitation at home. In 2012 IEEE Conference on Computational Intelligence and Games (CIG), pages 179-186. DOI: 10.1109/CIG.2012.6374154.

Pirovano, M., Mainetti, R., Baud-Bovy, G., Lanzi, P. L., and Borghese, N. A. (2016). Intelligent game engine for rehabilitation (iger). IEEE Transactions on Computational Intelligence and AI in Games, 8(1):43-55. DOI: 10.1109/TCIAIG.2014.2368392.

Pisan, Y., Marin, J. G., and Navarro, K. F. (2013). Improving lives: Using microsoft kinect to predict the loss of balance for elderly users under cognitive load. In Proceedings of The 9th Australasian Conference on Interactive Entertainment: Matters of Life and Death, IE '13, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2513002.2513026.

Retirado, M. G. F. and Reyes, R. S. (2018). Development of an active balance training platform for a gamified physical rehabilitation. In 2018 2nd European Conference on Electrical Engineering and Computer Science (EECS), pages 279-289. IEEE. DOI: 10.1109/EECS.2018.00059.

Rodrigues, K. R. d. H., Neris, V. P. d. A., Souza, P. M., Zavarizz, R. G., da Silva, J. W., Silva, T. M., and Verhalen, A. E. C. (2021). Rufus - uma plataforma de autoria para jogos digitais terap^euticos. In X Latin American Conference on Human Computer Interaction, CLIHC 2021, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3488392.3488407.

Rossol, N., Cheng, I., Bischof, W. F., and Basu, A. (2011). A framework for adaptive training and games in virtual reality rehabilitation environments. In Proceedings of the 10th International Conference on Virtual Reality Continuum and Its Applications in Industry, VRCAI '11, page 343–346, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2087756.2087810.

Said, B., Cheniti-Belcadhi, L., and El Khayat, G. (2019). An ontology for personalization in serious games for assessment. In 2019 IEEE Second International Conference on Artificial Intelligence and Knowledge Engineering (AIKE), pages 148-154. DOI: 10.1109/AIKE.2019.00035.

Samet, J. M., Wipfli, H., Platz, E. A., and Bhavsar, N. (2009). A Dictionary of Epidemiology, Fifth Edition: Edited by Miquel Porta. American Journal of Epidemiology, 170(11):1449-1451. DOI: 10.1093/aje/kwp322.

Schmidt, M. (2008). The sankey diagram in energy and material flow management. Journal of Industrial Ecology, 12(2):173-185. DOI: 10.1111/j.1530-9290.2008.00015.x.

Sekhavat, Y. A. (2017). Mprl: Multiple-periodic reinforcement learning for difficulty adjustment in rehabilitation games. In 2017 IEEE 5th International Conference on Serious Games and Applications for Health (SeGAH), pages 1-7. DOI: 10.1109/SeGAH.2017.7939260.

Serrano-Laguna, 'A., Torrente, J., Iglesias, B. M., and Fernández-Manjón, B. (2015). Building a scalable game engine to teach computer science languages. IEEE Revista Iberoamericana de Tecnologias del Aprendizaje, 10(4):253-261. DOI: 10.1109/RITA.2015.2486386.

Shin, M. (2024). A Growth of Accessibility in Video Games | DO-IT. Available from: [link]. Accessed in 04 January 2024.

Shum, L. C., Rosunally, Y., Scarle, S., and Munir, K. (2023). Personalised learning through context-based adaptation in the serious games with gating mechanism. Education and Information Technologies. DOI: 10.1007/s10639-023-11695-8.

Silva, J. M. and El Saddik, A. (2011). An adaptive game-based exercising framework. In 2011 IEEE International Conference on Virtual Environments, Human-Computer Interfaces and Measurement Systems Proceedings, pages 1-6. DOI: 10.1109/VECIMS.2011.6053847.

Silva, M. P., do Nascimento Silva, V., and Chaimowicz, L. (2015). Dynamic difficulty adjustment through an adaptive ai. In 2015 14th Brazilian Symposium on Computer Games and Digital Entertainment (SBGames), pages 173-182. DOI: 10.1109/SBGames.2015.16.

Skowronski, M., Busching, R., and Krahé, B. (2021). The effects of sexualized video game characters and character personalization on women's self-objectification and body satisfaction. Journal of Experimental Social Psychology, 92:104051. DOI: 10.1016/j.jesp.2020.104051.

Snodgrass, S., Mohaddesi, O., Hart, J., Rodriguez, G. R., Holmgrard, C., and Harteveld, C. (2019). Like peas in pods: The player, environment, agents, system framework for the personalization of digital systems. In Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG '19, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3337722.3337756.

Souza, V., Maciel, A., Nedel, L., Kopper, R., Loges, K., and Schlemmer, E. (2021). Vr neuro game: a virtual reality game to support neuroanatomy teaching and learning. Journal on Interactive Systems, 12(1):253-268. DOI: 10.5753/jis.2021.2090.

Stamper, R. K. (2001). Organisational semiotics: Informatics without the computer? In Information, Organisation and Technology, pages 115-171. Springer. DOI: 10.1007/978-1-4615-1655-2_5.

Szegletes, L. and Forstner, B. (2013). Reusable framework for the development of adaptive games. In 2013 IEEE 4th International Conference on Cognitive Infocommunications (CogInfoCom), pages 601-606. DOI: 10.1109/CogInfoCom.2013.6719173.

Tahai, L., Wallace, J. R., Eckhardt, C., and Pietroszek, K. (2019). Scalebridge: Design and evaluation of adaptive difficulty proportional reasoning game for children. In 2019 11th International Conference on Virtual Worlds and Games for Serious Applications (VS-Games), pages 1-4. DOI: 10.1109/VS-Games.2019.8864526.

Tan, C. H., Tan, K. C., and Tay, A. (2011). Dynamic game difficulty scaling using adaptive behavior-based ai. IEEE Transactions on Computational Intelligence and AI in Games, 3(4):289-301. DOI: 10.1109/TCIAIG.2011.2158434.

Tang, Y. and Shetty, S. (2011). Adaptive virtual reality game system for personalized problem-based learning. In 2011 International Conference on Networking, Sensing and Control, pages 1-6. DOI: 10.1109/ICNSC.2011.5874957.

ThoughtCo. (2024). The Basics of an Experiment. Available from: [link]. Accessed in 04 January 2024.

Tlili, A., Denden, M., Essalmi, F., Jemni, M., Kinshuk, Chen, N.-S., and Huang, R. (2019). Does providing a personalized educational game based on personality matter? a case study. IEEE Access, 7:119566-119575. DOI: 10.1109/ACCESS.2019.2936384.

Tondorf, D. F. and da Silva Hounsell, M. (2022). Constructs and outcomes of fun in digital serious games: The state of the art. Journal on Interactive Systems, 13(1):386-399. DOI: 10.5753/jis.2022.2605.

Tresser, S. (2017). Personalization of virtual games for children with cerebral palsy. In Proceedings of the 22nd International Conference on Intelligent User Interfaces Companion, IUI '17 Companion, page 209–212, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3030024.3038289.

Tresser, S., Kuflik, T., Levin, I., and Tamar Weiss, P. L. (2019). Validation of a novel personalized therapeutic virtual gaming system. In 2019 International Conference on Virtual Rehabilitation (ICVR), pages 1-6. DOI: 10.1109/ICVR46560.2019.8994440.

Tsiakas, K., Abellanoza, C., and Makedon, F. (2016). Interactive learning and adaptation for robot assisted therapy for people with dementia. In Proceedings of the 9th ACM International Conference on PErvasive Technologies Related to Assistive Environments, PETRA '16, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2910674.2935849.

van Herk, R., Verhaegh, J., and Fontijn, W. F. (2009). Espranto sdk: An adaptive programming environment for tangible applications. In Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, CHI '09, page 849–858, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/1518701.1518831.

Vandermaesen, M., De Weyer, T., Feys, P., Luyten, K., and Coninx, K. (2016). Integrating serious games and tangible objects for functional handgrip training: A user study of handly in persons with multiple sclerosis. In Proceedings of the 2016 ACM Conference on Designing Interactive Systems, DIS '16, page 924–935, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2901790.2901841.

Vickers, S., Istance, H., and Heron, M. J. (2013a). Accessible gaming for people with physical and cognitive disabilities: A framework for dynamic adaptation. In CHI '13 Extended Abstracts on Human Factors in Computing Systems, CHI EA '13, page 19–24, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2468356.2468361.

Vickers, S., Istance, H., and Hyrskykari, A. (2013b). Performing locomotion tasks in immersive computer games with an adapted eye-tracking interface. ACM Transactions on Accessible Computing (TACCESS), 5. DOI: 10.1145/2514856.

Vidakis, N. and Charitakis, S. (2018). Designing the learning process: The iolaos platform. In Proceedings of the 10th International Conference on Subject-Oriented Business Process Management, S-BPM One '18, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3178248.3178254.

Villar, N., Gilleade, K. M., Ramdunyellis, D., and Gellersen, H. (2007). The voodooio gaming kit: A real-time adaptable gaming controller. Comput. Entertain., 5(3). DOI: 10.1145/1316511.1316518.

Walmart (2024). Sony CUH-2215B PlayStation 4 1TB Slim Gaming Console. Available from: [link]. Accessed in 04 January 2024.

Wauck, H. and Fu, W.-T. (2017). A data-driven, multidimensional approach to hint design in video games. In Proceedings of the 22nd International Conference on Intelligent User Interfaces, IUI '17, page 137–147, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3025171.3025224.

Wetzel, S., Spiel, K., and Bertel, S. (2014). Dynamically adapting an ai game engine based on players' eye movements and strategies. In Proceedings of the 2014 ACM SIGCHI Symposium on Engineering Interactive Computing Systems, EICS '14, page 3–12, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/2607023.2607029.

Xu, Q., Subbaraju, V., Cheong, C. H., Wang, A., Kang, K., Bashir, M., Dong, Y., Li, L., and Lim, J.-H. (2018). Personalized serious games for cognitive intervention with lifelog visual analytics. In Proceedings of the 26th ACM International Conference on Multimedia, MM '18, page 328–336, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3240508.3240598.

Yannakakis, G., Spronck, P., Loiacono, D., and Andre, E. (2013). Player modeling. Available online [link].

Yannakakis, G. N. and Hallam, J. (2008). Real-time adaptation of augmented-reality games for optimizing player satisfaction. In 2008 IEEE Symposium On Computational Intelligence and Games, pages 103-110. DOI: 10.1109/CIG.2008.5035627.

Yoo, S., Heywood, T., Tang, L. M., Kummerfeld, B., and Kay, J. (2017). Towards a long term model of virtual reality exergame exertion. In Proceedings of the 25th Conference on User Modeling, Adaptation and Personalization, UMAP '17, page 247–255, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3079628.3079679.

Yun, C., Trevino, P., Holtkamp, W., and Deng, Z. (2010). Pads: Enhancing gaming experience using profile-based adaptive difficulty system. In Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, Sandbox '10, page 31–36, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/1836135.1836140.

Zhao, R., Shelton, C. R., Hetzel-Riggin, M. D., LaRiccia, J., Louchart, G., Meanor, A., and Risser, H. J. (2019). Knowledge assessment: Game for assessment of symptoms of child physical abuse. In Proceedings of the 14th International Conference on the Foundations of Digital Games, FDG '19, New York, NY, USA. Association for Computing Machinery. DOI: 10.1145/3337722.3337747.

Downloads

Published

2024-04-26

How to Cite

Carvalho, C., Teran, L., Mota, M., & Pereira, R. (2024). Technologies to Support Adaptable Game Design: A Systematic Mapping Study. Journal of the Brazilian Computer Society, 30(1), 69–101. https://doi.org/10.5753/jbcs.2024.3090

Issue

Section

Articles