
OpenAlex is a bibliographic catalogue of scientific papers, authors and institutions accessible in open access mode, named after the Library of Alexandria. It's citation coverage is excellent and I hope you will find utility in this listing of citing articles!
If you click the article title, you'll navigate to the article, as listed in CrossRef. If you click the Open Access links, you'll navigate to the "best Open Access location". Clicking the citation count will open this listing for that article. Lastly at the bottom of the page, you'll find basic pagination options.
Requested Article:
Towards Deep Player Behavior Models in MMORPGs
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2018), pp. 381-392
Open Access | Times Cited: 42
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2018), pp. 381-392
Open Access | Times Cited: 42
Showing 1-25 of 42 citing articles:
Self-Determination Theory in HCI Games Research: Current Uses and Open Questions
April Tyack, Elisa D. Mekler
(2020)
Open Access | Times Cited: 136
April Tyack, Elisa D. Mekler
(2020)
Open Access | Times Cited: 136
Game Difficulty Adaptation and Experience Personalization: A Literature Review
Panagiotis D. Paraschos, D.E. Koulouriotis
International Journal of Human-Computer Interaction (2022) Vol. 39, Iss. 1, pp. 1-22
Closed Access | Times Cited: 43
Panagiotis D. Paraschos, D.E. Koulouriotis
International Journal of Human-Computer Interaction (2022) Vol. 39, Iss. 1, pp. 1-22
Closed Access | Times Cited: 43
Dynamic difficulty adjustment approaches in video games: a systematic literature review
Fatemeh Mortazavi, Hadi Moradi, Abdol-Hossein Vahabie
Multimedia Tools and Applications (2024) Vol. 83, Iss. 35, pp. 83227-83274
Closed Access | Times Cited: 9
Fatemeh Mortazavi, Hadi Moradi, Abdol-Hossein Vahabie
Multimedia Tools and Applications (2024) Vol. 83, Iss. 35, pp. 83227-83274
Closed Access | Times Cited: 9
Player-Driven Game Analytics: The Case of Guild Wars 2
Johannes Pfau, Magy Seif El‐Nasr
(2023), pp. 1-14
Open Access | Times Cited: 17
Johannes Pfau, Magy Seif El‐Nasr
(2023), pp. 1-14
Open Access | Times Cited: 17
Damage Optimization in Video Games: A Player-Driven Co-Creative Approach
Johannes Pfau, M. Charan, Erica Kleinman, et al.
(2024), pp. 1-16
Open Access | Times Cited: 5
Johannes Pfau, M. Charan, Erica Kleinman, et al.
(2024), pp. 1-16
Open Access | Times Cited: 5
Mining Player Behavior Patterns from Domain-Based Spatial Abstraction in Games
Sai Siddartha Maram, Johannes Pfau, Jennifer Villareale, et al.
2021 IEEE Conference on Games (CoG) (2023), pp. 1-8
Closed Access | Times Cited: 15
Sai Siddartha Maram, Johannes Pfau, Jennifer Villareale, et al.
2021 IEEE Conference on Games (CoG) (2023), pp. 1-8
Closed Access | Times Cited: 15
Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency
Jan Benjamin Vornhagen, April Tyack, Elisa D. Mekler
(2020), pp. 4-18
Open Access | Times Cited: 38
Jan Benjamin Vornhagen, April Tyack, Elisa D. Mekler
(2020), pp. 4-18
Open Access | Times Cited: 38
Dungeons & Replicants: Automated Game Balancing via Deep Player Behavior Modeling
Johannes Pfau, Antonios Liapis, Georg Volkmar, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 431-438
Closed Access | Times Cited: 37
Johannes Pfau, Antonios Liapis, Georg Volkmar, et al.
2021 IEEE Conference on Games (CoG) (2020), pp. 431-438
Closed Access | Times Cited: 37
Interactive Player Journeys: Co-designing a Process Visualization System to Video Game Analytics
Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, et al.
(2024)
Closed Access | Times Cited: 3
Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, et al.
(2024)
Closed Access | Times Cited: 3
Adaptive virtual reality horror games based on Machine learning and player modeling
Edirlei Soares de Lima, Bruno M. C. Silva, Gabriel Teixeira Galam
Entertainment Computing (2022) Vol. 43, pp. 100515-100515
Open Access | Times Cited: 17
Edirlei Soares de Lima, Bruno M. C. Silva, Gabriel Teixeira Galam
Entertainment Computing (2022) Vol. 43, pp. 100515-100515
Open Access | Times Cited: 17
Player Segmentation with INSPECT: Revealing Systematic Behavior Differences within MMORPG and Educational Game Case Studies
Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, et al.
(2022), pp. 87-92
Closed Access | Times Cited: 13
Zhaoqing Teng, Johannes Pfau, Sai Siddartha Maram, et al.
(2022), pp. 87-92
Closed Access | Times Cited: 13
“I Didn’t Catch That, But I’ll Try My Best”: Anticipatory Error Handling in a Voice Controlled Game
Nima Zargham, Johannes Pfau, Tobias Schnackenberg, et al.
CHI Conference on Human Factors in Computing Systems (2022)
Closed Access | Times Cited: 12
Nima Zargham, Johannes Pfau, Tobias Schnackenberg, et al.
CHI Conference on Human Factors in Computing Systems (2022)
Closed Access | Times Cited: 12
Machine Learning Approaches to Choose Heroes in Dota 2
Iuliia Porokhnenko, Petr Polezhaev, Alexander Shukhman
(2019)
Closed Access | Times Cited: 20
Iuliia Porokhnenko, Petr Polezhaev, Alexander Shukhman
(2019)
Closed Access | Times Cited: 20
Serious Snacking: A Survival Analysis of how Snacking Mechanics Affect Attrition in a Mobile Serious Game
Dmitry Alexandrovsky, Maximilian A. Friehs, Jendrik Grittner, et al.
(2021), pp. 1-18
Closed Access | Times Cited: 14
Dmitry Alexandrovsky, Maximilian A. Friehs, Jendrik Grittner, et al.
(2021), pp. 1-18
Closed Access | Times Cited: 14
Bot or not? User Perceptions of Player Substitution with Deep Player Behavior Models
Johannes Pfau, Jan David Smeddinck, Ioannis Bikas, et al.
(2020), pp. 1-10
Open Access | Times Cited: 15
Johannes Pfau, Jan David Smeddinck, Ioannis Bikas, et al.
(2020), pp. 1-10
Open Access | Times Cited: 15
Dungeons & Replicants II: Automated Game Balancing Across Multiple Difficulty Dimensions via Deep Player Behavior Modeling
Johannes Pfau, Antonios Liapis, Georgios N. Yannakakis, et al.
IEEE Transactions on Games (2022) Vol. 15, Iss. 2, pp. 217-227
Open Access | Times Cited: 9
Johannes Pfau, Antonios Liapis, Georgios N. Yannakakis, et al.
IEEE Transactions on Games (2022) Vol. 15, Iss. 2, pp. 217-227
Open Access | Times Cited: 9
Deep Player Behavior Models
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2019)
Closed Access | Times Cited: 13
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2019)
Closed Access | Times Cited: 13
Like PEAS in PoDS
Sam Snodgrass, Omid Mohaddesi, Jack Hart, et al.
(2019), pp. 1-15
Closed Access | Times Cited: 13
Sam Snodgrass, Omid Mohaddesi, Jack Hart, et al.
(2019), pp. 1-15
Closed Access | Times Cited: 13
The Case for Usable AI
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2020)
Open Access | Times Cited: 12
Johannes Pfau, Jan David Smeddinck, Rainer Malaka
(2020)
Open Access | Times Cited: 12
Visualization-based Iterative Segmentation to Augment Video Game Analytics
Zhaoqing Teng, Johannes Pfau, Magy Seif El‐Nasr
2021 IEEE Conference on Games (CoG) (2023)
Closed Access | Times Cited: 3
Zhaoqing Teng, Johannes Pfau, Magy Seif El‐Nasr
2021 IEEE Conference on Games (CoG) (2023)
Closed Access | Times Cited: 3
Statistical Significance Testing at CHI PLAY: Challenges and Opportunities for More Transparency
Jan Benjamin Vornhagen, April Tyack, Elisa D. Mekler
(2020)
Open Access | Times Cited: 8
Jan Benjamin Vornhagen, April Tyack, Elisa D. Mekler
(2020)
Open Access | Times Cited: 8
Branched Structure Component for a Video Game Scenario Prototype Generator
Gulnara Faritovna Sahibgareeva, Vlada Kugurakova
Naučnyj servis v seti internet (2021)
Open Access | Times Cited: 7
Gulnara Faritovna Sahibgareeva, Vlada Kugurakova
Naučnyj servis v seti internet (2021)
Open Access | Times Cited: 7
Open Player Modeling: Empowering Players through Data Transparency
Jichen Zhu, Magy Seif El‐Nasr
arXiv (Cornell University) (2021)
Open Access | Times Cited: 5
Jichen Zhu, Magy Seif El‐Nasr
arXiv (Cornell University) (2021)
Open Access | Times Cited: 5
Process Mining for Game Analytics
Nico Elbert, Christoph M. Flath
2021 IEEE Conference on Games (CoG) (2024), pp. 1-4
Closed Access
Nico Elbert, Christoph M. Flath
2021 IEEE Conference on Games (CoG) (2024), pp. 1-4
Closed Access