Collaborated with:
Anders Drachen M.S.El-Nasr Julian Togelius Truong-Huy D. Nguyen Jeremy B. Badler Georgios N. Yannakakis Ahmad Azadvar Randy C. Colvin ∅ G.Smith C.Bauckhage R.Sifa C.Thurau Janus Rau Møller Sørensen Josep B. Martinez S.Björk M.J.Nelson Allan Fowler Keith Nesbitt Stefanie Tignor Zhengxing Chen Graeme Kirkpatrick Simon Niedenthal Cindy Poremba Tróndur Justinussen Peter Hald Rasmussen Sara Bunian Sasha Makarovych Tobias Mahlmann David Melhart Antonios Liapis K.Kersting C.T.Tan P.Mirza-Babaei Veronica Zammitto Genevieve Conley Guenter Wallner E.F.Melcer K.Isbister Mikhail A. Kabakov Kunal Asarsa
Talks about:
game (11) player (8) behavior (6) design (4) model (4) tool (4) play (4) underworld (3) gameplay (3) raider (3)
Person: Alessandro Canossa
DBLP: Canossa:Alessandro
Facilitated 1 volumes:
Contributed to:
Wrote 24 papers:
- CIG-2009-DrachenCY #modelling #self #using
- Player modeling using self-organization in Tomb Raider: Underworld (AD, AC, GNY), pp. 1–8.
- DiGRA-2009-CanossaD #development #game studies
- Patterns of Play: Play-Personas in User-Centred Game Development (AC, AD).
- DiGRA-2009-CanossaKNP #game studies
- Making Sense of Game Aesthetics [Panel Abstracts] (AC, GK, SN, CP).
- CIG-2010-MahlmannDTCY #behaviour #predict
- Predicting player behavior in Tomb Raider: Underworld (TM, AD, JT, AC, GNY), pp. 178–185.
- FDG-2011-CanossaDS #detection #exclamation
- Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration (AC, AD, JRMS), pp. 61–68.
- CIG-2012-BauckhageKSTDC #empirical #game studies #how
- How players lose interest in playing a game: An empirical study based on distributions of total playing times (CB, KK, RS, CT, AD, AC), pp. 139–146.
- CIG-2012-JustinussenRCT #approach #game studies
- Resource systems in games: An analytical approach (TJ, PHR, AC, JT), pp. 171–178.
- FDG-2012-Canossa #behaviour
- Give me a reason to dig: qualitative associations between player behavior in Minecraft and life motives (AC), pp. 282–283.
- CIG-2013-CanossaMT #motivation
- Give me a reason to dig Minecraft and psychology of motivation (AC, JBM, JT), pp. 1–8.
- CIG-2013-SifaDBTC #behaviour #evolution
- Behavior evolution in Tomb Raider Underworld (RS, AD, CB, CT, AC), pp. 1–8.
- CHI-PLAY-2014-KabakovCEBCTCA #behaviour #bottom-up
- A bottom-up method for developing a trait-based model of player behavior (MAK, AC, MSEN, JBB, RCC, ST, ZC, KA), pp. 427–428.
- FDG-2014-CanossaBN #design pattern #game studies #named #using
- X-COM: UFO Defense vs. XCOM: Enemy Unknown - Using gameplay design patterns to understand game remakes (AC, SB, MJN).
- CHI-PLAY-2015-BadlerC #navigation
- Anticipatory Gaze Shifts during Navigation in a Naturalistic Virtual Environment (JBB, AC), pp. 277–283.
- CHI-PLAY-2015-TanMZCCW #design #game studies #research #tool support
- Tool Design Jam: Designing tools for Games User Research (CTT, PMB, VZ, AC, GC, GW), pp. 827–831.
- FDG-2015-CanossaBETC #behaviour
- In Your Face(t) Impact of Personality and Context on Gameplay Behavior (AC, JBB, MSEN, ST, RCC).
- FDG-2015-CanossaS #design #evaluation #metric #towards
- Towards a Procedural Evaluation Technique: Metrics for Level Design (AC, GS).
- FDG-2015-MelcerNCCEI #game studies #research
- Games Research Today: Analyzing the Academic Landscape 2000-2014 (EFM, THDN, ZC, AC, MSEN, KI).
- FDG-2015-NguyenEC #comprehension #game studies #named #problem #visualisation
- Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games (THDN, MSEN, AC).
- DiGRA-FDG-2016-CanossaNE #information management #named #visual notation
- G-Player: Exploratory Visual Analytics for Accessible Knowledge Discovery (AC, THDN, MSEN).
- AIIDE-2017-BunianCCE #behaviour #difference #game studies #modelling #using
- Modeling Individual Differences in Game Behavior Using HMM (SB, AC, RCC, MSEN), pp. 158–164.
- AIIDE-2018-CanossaMTD #profiling #string
- Like a DNA String: Sequence-Based Player Profiling in Tom Clancy's The Division (AC, SM, JT, AD), pp. 152–158.
- FDG-2018-AzadvarC #evaluation #experience #game studies #named #self #video
- UPEQ: ubisoft perceived experience questionnaire: a self-determination evaluation tool for video games (AA, AC), p. 7.
- CoG-2019-FowlerNC #case study #game studies #identification
- Identifying Cognitive Load in a Computer Game: An exploratory study of young children (AF, KN, AC), pp. 1–6.
- CoG-2019-MelhartACLY #modelling #motivation
- Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division (DM, AA, AC, AL, GNY), pp. 1–8.