Towards Knowledge-Oriented Creativity Support in Game Design: Unterschied zwischen den Versionen
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== Bibtex == | == Bibtex == | ||
| + | @inproceedings{ | ||
| + | author = {Adam M. Smith and Michael Mateas}, | ||
| + | title = {Towards Knowledge-Oriented Creativity Support in Game Design}, | ||
| + | editor = {Dan Ventura, Pablo Gervás, D. Fox Harrell, Mary Lou Maher, Alison Pease and Geraint Wiggins}, | ||
| + | booktitle = {Proceedings of the Second International Conference on Computational Creativity}, | ||
| + | series = {ICCC2011}, | ||
| + | year = {2011}, | ||
| + | month = {April}, | ||
| + | location = {México City, México}, | ||
| + | pages = {129-131}, | ||
| + | url = {http://iccc11.cua.uam.mx/proceedings/the_helpful/smith_1_iccc11.pdf, http://de.evo-art.org/index.php?title=Towards_Knowledge-Oriented_Creativity_Support_in_Game_Design }, | ||
| + | publisher = {International Association for Computational Creativity}, | ||
| + | keywords = {computational, creativity}, | ||
| + | } | ||
== Used References == | == Used References == | ||
Aktuelle Version vom 13. November 2015, 23:25 Uhr
Inhaltsverzeichnis
Reference
Adam M. Smith and Michael Mateas: Towards Knowledge-Oriented Creativity Support in Game Design. In: Computational Creativity 2011 ICCC 2011, pp. 129-131.
DOI
Abstract
This article reports on a work-in-progress system de- signed to support game designers in gaining knowledge about the implications of their design ideas on observa- ble gameplay. Utilizing a convenient pattern language, evidence of the instantiation of many gameplay patterns can be gathered and organized, resulting in insight.
Extended Abstract
Bibtex
@inproceedings{
author = {Adam M. Smith and Michael Mateas},
title = {Towards Knowledge-Oriented Creativity Support in Game Design},
editor = {Dan Ventura, Pablo Gervás, D. Fox Harrell, Mary Lou Maher, Alison Pease and Geraint Wiggins},
booktitle = {Proceedings of the Second International Conference on Computational Creativity},
series = {ICCC2011},
year = {2011},
month = {April},
location = {México City, México},
pages = {129-131},
url = {http://iccc11.cua.uam.mx/proceedings/the_helpful/smith_1_iccc11.pdf, http://de.evo-art.org/index.php?title=Towards_Knowledge-Oriented_Creativity_Support_in_Game_Design },
publisher = {International Association for Computational Creativity},
keywords = {computational, creativity},
}
Used References
Fullerton, T. 2008. Game design workshop, 2nd Edition: a playcentric approach to creating innovative games, Mor- gan Kaufmann.
Colton, S. 2008. Creativity versus the perception of crea- tivity. Creative Intelligent Systems: Papers from the AAAI Spring Symposium, 14-20.
Smith, A. M.; Nelson, M. J.; and Mateas, M. 2009. Com- putational support for play testing game sketches. In Proc. of the 5th Annual AI and Interactive Digital Entertainment Conference (AIIDE2009).
Smith, A. M.; Nelson, M. J.; and Mateas, M. 2010. LUDOCORE: a logical game engine for modeling video- games. In Proc. of the 2010 IEEE Conference on Compu- tational Intelligence and Games (CIG 2010).
Smith, A. M.; and Mateas, M. 2011. Knowledge-level creativity in game design. In Proc. of the 2nd International Conference on Computational Creativity (ICCC 2011). Yeap, Wai K.; Opas, Tommi; and Mahyar, Narges. 2010.
On two desiderata for creativity support tools. In Proc. of the Intl. Conference on Computational Creativity, 180-189.
Links
Full Text
http://iccc11.cua.uam.mx/proceedings/the_helpful/smith_1_iccc11.pdf