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Video Game Personalization via Social Media Participation

  • Conference paper

Part of the Lecture Notes in Computer Science book series (LNISA,volume 8395)

Abstract

Social Media and user-generated content can be used as a ‘call for action’ to let users contribute content to other users’ multimedia experience. If combined with Serious Games and used for knowledge exchange among peers, Social Media content can be used to influence and enrich one’s gameplay experience as well as raise attention of connected persons in an Online Social Network (OSN) environment. In this paper we will describe the technical setup of a serious game connected to an OSN (here: facebook) via a social communication middleware. Befriended persons that are currently online can contribute content to specific calls from the game via a dynamically generated web interface that is linked to published notifications in the OSN. Results of a first study show that both, game player and connected people of the OSN, appreciate the personalization and participation via user-generated content that is integrated into the game play.

Keywords

  • Social Serious Games
  • Middleware
  • Adaptation
  • Personalization
  • Social Media
  • Influencing

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  • DOI: 10.1007/978-3-319-05972-3_5
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Konert, J., Göbel, S., Steinmetz, R. (2014). Video Game Personalization via Social Media Participation. In: Göbel, S., Wiemeyer, J. (eds) Games for Training, Education, Health and Sports. GameDays 2014. Lecture Notes in Computer Science, vol 8395. Springer, Cham. https://doi.org/10.1007/978-3-319-05972-3_5

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  • DOI: https://doi.org/10.1007/978-3-319-05972-3_5

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-05971-6

  • Online ISBN: 978-3-319-05972-3

  • eBook Packages: Computer ScienceComputer Science (R0)