@inproceedings{412f64ede72a4020a7cac42828162174,
title = "Personalizing the player experience in MMORPGs",
abstract = "Personalizing the playing experience is a key factor in making players of computer games feel involved in the virtual world; however, current Massively Multiplayer Online Role Playing Games only to a limited degree allocate development or running resources towards facilitating a personalized experience. In Pen and Paper Role Playing Games, the player-controlled characters form a key component in facilitating the formation of a personalized experience. In these games, characters are often more than the association of stats and skills popular in online games, and several approaches towards utilizing the character-based information directly to personalize the game playing have been developed, e.g. personality systems. Some of these systems can be integrated into online games, providing a realistic and financially feasible method for improving the ability of these games to personalize the experience to the individual players.",
keywords = "MMORPG, personalization, role playing game, character, personality",
author = "Anders Tychsen and Susana Tosca and Thea Brolund",
year = "2006",
doi = "10.1007/11944577_26",
language = "English",
isbn = "9783540499343",
series = "Lecture notes in computer science",
publisher = "Springer, Springer Nature",
pages = "253--264",
editor = "Stefan G{\"o}bel and Rainer Malkewitz and Ido Iurgel",
booktitle = "Technologies for interactive digital storytelling and entertainment",
address = "United States",
note = "Technologies for Interactive Digital Storytelling and Entertainment (3rd : 2006) ; Conference date: 04-12-2006 Through 06-12-2006",
}