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Replay value
Known as:
Play-through
, Replayability
Replay value or replayability is a term used to assess a videogame's potential for continued play value after its first completion. Factors that…
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Related topics
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30 relations
''The Legend of Zelda:
APB
Ancient Domains of Mystery
Arcade game
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Broader (1)
Video game design
Papers overview
Semantic Scholar uses AI to extract papers important to this topic.
2017
2017
Towards a Procedurally Generated Experience : A Structural Analysis of Quests
António Machado
,
Pedro Santos
,
João Dias
2017
Corpus ID: 39510805
In this paper, we present a quest structure, in the form of a grammar, obtained from an analysis of the main quests of a single…
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2017
2017
Adolescents’ perspectives on the role of ICTs in everyday life: An ethnographic study on practices, representations, and emotions.
M. Everri
2017
Corpus ID: 148788309
The present contribution builds upon the preliminary results of a research project funded by the European Commission, and aimed…
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Review
2017
Review
2017
Bots Trained to Play Like a Human are More Fun
Edith Cowan University
,
Edith Cowan
2017
Corpus ID: 6927975
Computational intelligence methods are wellsuited for use in computer controlled opponents for video games. In many other…
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2015
2015
Using Alternate Reality Games to Teach Computer Science Concepts. Case: stop toilworn diamond
Lasse Hakulinen
2015
Corpus ID: 196183484
Alternate reality games (ARG) are games that deliver an interactive narrative to the players using different types of media.ARGs…
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Review
2014
Review
2014
Framework for Real-Time Editing of Endless Procedural Terrains
J. Helsing
2014
Corpus ID: 114072413
Procedural content generation is the act of creating video game content automatically, through algorithmic means. In online…
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2014
2014
Probabilistic Foundations for Procedural Level Generation
Sam. PSnodgrass
2014
Corpus ID: 2825973
Procedural content generation (PCG) has become a popular research topic in recent years, but not much work has been done in terms…
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2014
2014
The Illusion That Is Multiplayer Games : Position disparities in Client-serverstructured multiplayer games
Robert N E Carlsson
2014
Corpus ID: 59971948
The goal of this study is to research the disparities in character positions between clients and server when playing an online…
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Review
2014
Review
2014
CHAPTER 1 TOWARDS THE ADAPTIVE GENERATION OF BESPOKE GAME CONTENT
C. Browne
,
S. Colton
,
Michael Cook
,
J. Gow
,
Robin Baumgarten
2014
Corpus ID: 49527104
In this chapter, we explore methods for automatically generating game content — and games themselves — adapted to individual…
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2011
2011
Property-based testing for functional programs
Nicholas Smallbone
2011
Corpus ID: 62584725
This thesis advances the view that property-based testing is a powerful way of testing functional programs, that has advantages…
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2009
2009
A Space-time of Ubiquity and Embeddedness
Jim Bizzocchi
,
B. Ben
,
+4 authors
B. Riecke
2009
Corpus ID: 268110984
Re:Cycle is a generative ambient video art piece based on nature imagery captured in the Canadian Rocky Mountains. Ambient video…
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