Game Adaptation and Personalization Support

  • Johannes KonertEmail author
Part of the Springer Theses book series (Springer Theses)


Personalization and individualization of gameplay experience can be done by metrics and data, retrieved from social media platforms. Yet, such attributes can also be realized by interaction and influences directly made by connected individuals not playing at the moment, but whom are notified via social media applications’ news feeds (both aspects are visualized in Fig. 5.1). As such, befriended people from the surrounding social network can contribute content to the game-experience of the (known) player. A suitable infrastructure allows the users to be creative and generate new and unique gameplay experiences. Additionally, the infrastructure can be used to integrate an assessment of creative game solutions and solutions to open-format problems by other humans when computer algorithms cannot cope with the degree of freedom for the tasks. In this chapter game adaptation (Sect. 5.1) by social media metrics is first examined before social game interactions (Sect. 5.2) are subsequently addressed, as they appeared to be of more interest and potential for research. Details about the corresponding designed API methods can be found in Sect. A.1.


Game Version Social Media Applications Social Interaction Games Open-format Problems Gameplay Experience 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.


  1. 1.
    Johannes Konert. Using Social Media Interactions for Personalization and Adaptation in Digital Games (accepted for publication). In Proceedings of the European Conference on Social Media (ECSM), Brighton, UK, 2014. Academic Conferences International.Google Scholar
  2. 2.
    Johannes Konert, Stefan Göbel, and Ralf Steinmetz. Towards a Social Game Interaction Taxonomy. In Stefan Göbel and JosefWiemeyer, editors, Proceedings of the International Conferenceon Serious Games (GameDays) in conjunction with International Conference on E-Learning and Games (Edutainment), pages 99–110, Darmstadt, Germany, 2012. Springer. ISBN 9783642334658.Google Scholar
  3. 3.
    Laura Garton. Studying Online Social Networks. Journal of Computer-Mediated Communication, 3(1), 1997.Google Scholar
  4. 4.
    J.A. Golbeck. Computing and Applying Trust in Web-based Social Networks. Ph.D. thesis, University of Maryland, 2005.Google Scholar
  5. 5.
    David Constant, Lee Sproull, and Sara Kiesler. The Kindness of Strangers: The Usefulness of Electronic Weak Ties for Technical Advice. Organization Science, 7(2):119–135, 1996.CrossRefGoogle Scholar
  6. 6.
    Mark S. Granovetter. The Strength-of-Weak-Ties Perspective onCreativity: a Comprehensive Examination and Extension. The American Journal of Sociology, 78(6):1360–1380, May 1973. ISSN 1939-1854.Google Scholar
  7. 7.
    Dick Hardt. The OAuth 2.0 Authorization Framework. 2012.Google Scholar
  8. 8.
    Jordan Julien. Social Media Interaction Pattern Library, 2011. (Retrieved: 08/05/12)
  9. 9.
    Begoña Gros. Digital Games in Education: The Design of Games-Based Learning Environments. Journal of Research and Technology in Education, 40(1):23–38, 2007.CrossRefGoogle Scholar

Copyright information

© Springer International Publishing Switzerland 2015

Authors and Affiliations

  1. 1.Department of Electrical Engineering and Information TechnologyTechnische Universität DarmstadtDarmstadtGermany

Personalised recommendations