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FUN PLEdGE: a FUNny Platformers LEvels GEnerator

Published: 28 September 2015 Publication History

Abstract

In the present work, we tackle the issue of designing, prototyping and testing a general-purpose automated level editor for platform video games. Beside relieving level designers from the burden of repetitive work, Procedural Content Generation can be exploited for optimizing the development process, increasing re-playability, adapting games to specific audiences, and enabling new games mechanics. The tool proposed in this paper is aimed at producing levels that are both playable and fun. At the same time, it should guarantee maximum freedom to the level designer, and suggest corrections functional to the quality of the player experience.

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Cited By

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  • (2022)Evaluating the Impact of Adaptive Personalized Goal Setting on Engagement Levels of Government Staff With a Gamified mHealth Tool: Results From a 2-Month Randomized Controlled TrialJMIR mHealth and uHealth10.2196/2880110:3(e28801)Online publication date: 31-Mar-2022
  • (2021)DRAGON: diversity regulated adaptive generator onlineMultimedia Tools and Applications10.1007/s11042-021-10620-w80:26-27(34933-34969)Online publication date: 1-Nov-2021
  • (2017)FUN PLEdGE 2.0Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter10.1145/3125571.3125592(1-9)Online publication date: 18-Sep-2017
  • Show More Cited By

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Published In

cover image ACM Other conferences
CHItaly '15: Proceedings of the 11th Biannual Conference of the Italian SIGCHI Chapter
September 2015
195 pages
ISBN:9781450336840
DOI:10.1145/2808435
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • Sapienza: Sapienza University of Rome

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 28 September 2015

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Author Tags

  1. User Experience design
  2. procedural generated content
  3. video games

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CHItaly 2015

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CHItaly '15 Paper Acceptance Rate 31 of 59 submissions, 53%;
Overall Acceptance Rate 109 of 242 submissions, 45%

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View all
  • (2022)Evaluating the Impact of Adaptive Personalized Goal Setting on Engagement Levels of Government Staff With a Gamified mHealth Tool: Results From a 2-Month Randomized Controlled TrialJMIR mHealth and uHealth10.2196/2880110:3(e28801)Online publication date: 31-Mar-2022
  • (2021)DRAGON: diversity regulated adaptive generator onlineMultimedia Tools and Applications10.1007/s11042-021-10620-w80:26-27(34933-34969)Online publication date: 1-Nov-2021
  • (2017)FUN PLEdGE 2.0Proceedings of the 12th Biannual Conference on Italian SIGCHI Chapter10.1145/3125571.3125592(1-9)Online publication date: 18-Sep-2017
  • (2017)Procedural content generation for platformersMultimedia Tools and Applications10.1007/s11042-016-3636-376:4(5001-5050)Online publication date: 1-Feb-2017

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