{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,10,27]],"date-time":"2025-10-27T16:17:56Z","timestamp":1761581876635},"reference-count":20,"publisher":"IEEE","license":[{"start":{"date-parts":[[2019,8,1]],"date-time":"2019-08-01T00:00:00Z","timestamp":1564617600000},"content-version":"vor","delay-in-days":0,"URL":"https:\/\/ieeexplore.ieee.org\/Xplorehelp\/downloads\/license-information\/IEEE.html"},{"start":{"date-parts":[[2019,8,1]],"date-time":"2019-08-01T00:00:00Z","timestamp":1564617600000},"content-version":"stm-asf","delay-in-days":0,"URL":"https:\/\/doi.org\/10.15223\/policy-029"},{"start":{"date-parts":[[2019,8,1]],"date-time":"2019-08-01T00:00:00Z","timestamp":1564617600000},"content-version":"stm-asf","delay-in-days":0,"URL":"https:\/\/doi.org\/10.15223\/policy-037"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2019,8]]},"DOI":"10.1109\/cig.2019.8847964","type":"proceedings-article","created":{"date-parts":[[2019,9,27]],"date-time":"2019-09-27T01:49:14Z","timestamp":1569548954000},"page":"1-8","source":"Crossref","is-referenced-by-count":2,"title":["Procedural Progression Model for Smash Time"],"prefix":"10.1109","author":[{"given":"Joao","family":"Catarino","sequence":"first","affiliation":[]},{"given":"Carlos","family":"Martinho","sequence":"additional","affiliation":[]}],"member":"263","reference":[{"key":"ref10","doi-asserted-by":"publisher","DOI":"10.1109\/GEM.2014.7047971"},{"key":"ref11","article-title":"Towards Personalised Gaming via Facial Expression Recognition","author":"blom","year":"2014","journal-title":"Proceedings of the Tenth Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment"},{"journal-title":"Design e Desenvolvimento de Jogos","year":"2014","author":"martinho","key":"ref12"},{"key":"ref13","doi-asserted-by":"publisher","DOI":"10.1145\/1232743.1232769"},{"article-title":"The chemistry of game design","year":"2007","author":"cook","key":"ref14"},{"key":"ref15","doi-asserted-by":"publisher","DOI":"10.1145\/2212908.2212942"},{"key":"ref16","article-title":"Active Learning for Player Modeling","author":"shaker","year":"2015","journal-title":"Proceedings of the 10th International Conference on the Foundations of Digital Games (FDG 2015)"},{"key":"ref17","article-title":"Modelling progression in video games","author":"pereira","year":"2016","journal-title":"MSc Thesis"},{"key":"ref18","doi-asserted-by":"publisher","DOI":"10.1145\/3235765.3235774"},{"key":"ref19","doi-asserted-by":"publisher","DOI":"10.1145\/2538528.2538534"},{"key":"ref4","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-42716-4_3"},{"key":"ref3","first-page":"61","article-title":"Procedural content generation: goals, challenges and actionable steps","author":"togelius","year":"2013","journal-title":"Dagstuhl Follow-Ups vol 6 Artificial and Computational Intelligence in Games"},{"key":"ref6","first-page":"73","article-title":"Grammars and L-systems with applications to vegetation and levels","author":"shaker","year":"2016","journal-title":"Procedural Content Generation in Games A Textbook and an Overview of Current Research"},{"key":"ref5","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-42716-4_6"},{"key":"ref8","doi-asserted-by":"publisher","DOI":"10.1007\/978-3-319-42716-4_7"},{"article-title":"How many weapons are in Borderlands 2?","year":"2012","author":"yin-poole","key":"ref7"},{"key":"ref2","doi-asserted-by":"publisher","DOI":"10.1145\/2000919.2000922"},{"key":"ref9","doi-asserted-by":"publisher","DOI":"10.1109\/T-AFFC.2011.6"},{"journal-title":"Flow The Psychology of Optimal Experience","year":"1990","author":"csikszentmihalyi","key":"ref1"},{"journal-title":"The Game Experience Questionnaire Development of A Self-report Measure to Assess the Psychological Impact of Digital Games","year":"2007","author":"poels","key":"ref20"}],"event":{"name":"2019 IEEE Conference on Games (CoG)","start":{"date-parts":[[2019,8,20]]},"location":"London, United Kingdom","end":{"date-parts":[[2019,8,23]]}},"container-title":["2019 IEEE Conference on Games (CoG)"],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx7\/8844551\/8847948\/08847964.pdf?arnumber=8847964","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2022,7,18]],"date-time":"2022-07-18T15:24:19Z","timestamp":1658157859000},"score":1,"resource":{"primary":{"URL":"https:\/\/ieeexplore.ieee.org\/document\/8847964\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2019,8]]},"references-count":20,"URL":"https:\/\/doi.org\/10.1109\/cig.2019.8847964","relation":{},"subject":[],"published":{"date-parts":[[2019,8]]}}}