Using provenance and replay for qualitative analysis of gameplay sessions.
Leonardo ThurlerSidney Araujo MeloLeonardo MurtaTroy C. KohwalterEsteban CluaPublished in: Entertain. Comput. (2025)
Keyphrases
- qualitative analysis
- game play
- video games
- quantitative analysis
- content analysis
- computer games
- game design
- educational games
- game playing
- learning processes
- fault tree
- serious games
- learning experience
- metadata
- game engine
- game mechanics
- game development
- game players
- databases
- mobile phone
- expert systems
- learning environment
- case study
- multimedia
- artificial intelligence