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WARDS: Modelling the Worth of Vision in MOBA's.

, , , , , , , , , , and . SAI (2), volume 1229 of Advances in Intelligent Systems and Computing, page 63-81. Springer, (2020)

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Towards Data-Driven Drama Management: Issues in Data Collection and Annotation., , , and . DiGRA Conference, Digital Games Research Association, (2009)Role-Playing Games: The State of Knowledge Panel Abstracts., , , , , and . DiGRA Conference, Digital Games Research Association, (2009)Anomaly Detection in Player Performances in Multiplayer Online Battle Arena Games., , , , , , , and . ACSW, page 23-30. ACM, (2022)Correlation between heart rate, electrodermal activity and player experience in first-person shooter games., , , and . Sandbox@SIGGRAPH, page 49-54. ACM, (2010)How Playstyles Evolve: Progression Analysis and Profiling in Just Cause 2., , , and . ICEC, volume 9926 of Lecture Notes in Computer Science, page 90-101. Springer, (2016)User Experience (UX) Research in Games., , and . CHI Extended Abstracts, ACM, (2019)The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis., , , , , and . Games Res. Pract., 1 (1): 4:1-4:28 (2023)Play-Personas: Behaviours and Belief Systems in User-Centred Game Design., and . INTERACT (2), volume 5727 of Lecture Notes in Computer Science, page 510-523. Springer, (2009)Player modeling using self-organization in Tomb Raider: Underworld., , and . CIG, page 1-8. IEEE, (2009)The Playtime Principle: Large-scale cross-games interest modeling., , and . CIG, page 1-8. IEEE, (2014)