Diplomarbeit, 2006
147 Seiten, Note: 1,7
This thesis explores the concept of dynamic content adaptation in Massive Multiplayer Online Games (MMOGs), aiming to enhance the player experience by tailoring the game environment to individual player motivations. The work investigates how player actions can be logged and analyzed to categorize players into different types, enabling the delivery of customized game content.
This thesis focuses on the application of dynamic content adaptation techniques to enhance the player experience in MMOGs. Key terms include digital games, computer games, video games, Massive Multiplayer Online Games, game content, middleware, player types, and network architectures. The work investigates how player actions and motivations can be used to personalize the game environment, leading to a more immersive and enjoyable experience for individual players.
MMOGs are digital games that allow a large number of players to interact, communicate, and compete in a persistent virtual environment.
It is the process of changing game elements like objects, tasks, or storylines during runtime based on individual player characteristics and motivations.
Players are categorized based on their motivations and preferences, allowing the game to adapt to whether they prefer social interaction, competition, or exploration.
The middleware logs player actions in real-time to determine their player type and serves user-specific game content accordingly.
The thesis discusses the Client/Server and Peer-to-Peer architectures and their suitability for dynamic content delivery.
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