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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 DBLP: Canossa:Alessandro

Facilitated 1 volumes:

FDG 2017Ed

Contributed to:

CIG 20092009
DiGRA 20092009
CIG 20102010
FDG 20112011
CIG 20122012
FDG 20122012
CIG 20132013
CHI PLAY 20142014
FDG 20142014
CHI PLAY 20152015
FDG 20152015
DiGRA/FDG 20162016
AIIDE 20172017
AIIDE 20182018
FDG 20182018
CoG 20192019

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.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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