Anders Drachen
Orcid: 0000-0002-1002-0414Affiliations:
- University of York, UK
- Aalborg University, Denmark
According to our database1,
Anders Drachen
authored at least 136 papers
between 2005 and 2024.
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Bibliography
2024
IEEE Trans. Games, June, 2024
From Passive Viewer to Active Fan: Towards the Design and Large-Scale Evaluation of Interactive Audience Experiences in Esports and Beyond.
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024
Proceedings of the ACM International Conference on Interactive Media Experiences, 2024
Visualization of Player Movement Patterns with Line Integral Convolution and Alpha Shapes.
Proceedings of the 19th International Conference on the Foundations of Digital Games, 2024
Proceedings of the IEEE Conference on Games, 2024
Proceedings of the Extended Abstracts of the CHI Conference on Human Factors in Computing Systems, 2024
2023
An automated approach to estimate player experience in game events from psychophysiological data.
Multim. Tools Appl., May, 2023
The Many Faces of Monetisation: Understanding the Diversity and Extremity of Player Spending in Mobile Games via Massive-scale Transactional Analysis.
Games Res. Pract., 2023
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analytics.
CoRR, 2023
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023
Beyond the Meta: Leveraging Game Design Parameters for Patch-Agnostic Esport Analitics.
Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2023
2022
Communication Sequences Indicate Team Cohesion: A Mixed-Methods Study of Ad Hoc League of Legends Teams.
Proc. ACM Hum. Comput. Interact., 2022
Impact of Social Distancing on Face To Face Meetups for Software Practitioners during the Covid-19 Pandemic.
Proc. ACM Hum. Comput. Interact., 2022
Proceedings of the IEEE Conference on Games, CoG 2022, Beijing, 2022
Proceedings of the ACSW 2022: Australasian Computer Science Week 2022, Brisbane, Australia, February 14, 2022
2021
IEEE Trans. Games, 2021
Approximating Attributed Incentive Salience In Large Scale Scenarios. A Representation Learning Approach Based on Artificial Neural Networks.
CoRR, 2021
Wait, But Why?: Assessing Behavior Explanation Strategies for Real-Time Strategy Games.
Proceedings of the IUI '21: 26th International Conference on Intelligent User Interfaces, 2021
Proceedings of the 54th Hawaii International Conference on System Sciences, 2021
Proceedings of the 2021 IEEE Conference on Games (CoG), 2021
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021
Archetypal Analysis Based Anomaly Detection for Improved Storytelling in Multiplayer Online Battle Arena Games.
Proceedings of the ACSW '21: 2021 Australasian Computer Science Week Multiconference, 2021
2020
Proceedings of the ACM International Conference on Interactive Media Experiences. IMX 2020, 2020
Proceedings of the Intelligent Computing, 2020
Proceedings of the Intelligent Computing, 2020
How software practitioners use informal local meetups to share software engineering knowledge.
Proceedings of the ICSE '20: 42nd International Conference on Software Engineering, Seoul, South Korea, 27 June, 2020
Do Influencers Influence? - Analyzing Players' Activity in an Online Multiplayer Game.
Proceedings of the IEEE Conference on Games, 2020
2019
Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity.
IEEE Trans. Games, 2019
Beyond the individual: Understanding social structures of an online player matchmaking website.
Entertain. Comput., 2019
Proceedings of the 14th International Conference on the Foundations of Digital Games, 2019
Tweeting your Destiny: Profiling Users in the Twitter Landscape around an Online Game.
Proceedings of the IEEE Conference on Games, 2019
Proceedings of the IEEE Conference on Games, 2019
Modelling Early User-Game Interactions for Joint Estimation of Survival Time and Churn Probability.
Proceedings of the IEEE Conference on Games, 2019
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2019
Proceedings of the Extended Abstracts of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019
Proceedings of the Fifteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2019
A Team Based Player Versus Player Recommender Systems Framework For Player Improvement.
Proceedings of the Australasian Computer Science Week Multiconference, 2019
2018
Online-only friends, real-life friends or strangers? Differential associations with passion and social capital in video game play.
Comput. Hum. Behav., 2018
Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, 2018
Proceedings of the International Conference on Game Jams, 2018
Proceedings of the 2018 IEEE Conference on Computational Intelligence and Games, 2018
Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2018
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018
Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy's The Division</i>.
Proceedings of the Fourteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2018
Controlling the crucible: a novel PvP recommender systems framework for <i>destiny</i>.
Proceedings of the Australasian Computer Science Week Multiconference, 2018
To be or not to be...social: incorporating simple social features in mobile game customer lifetime value predictions.
Proceedings of the Australasian Computer Science Week Multiconference, 2018
Proceedings of the Australasian Computer Science Week Multiconference, 2018
2017
Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games.
CoRR, 2017
Proceedings of the 39th Annual Meeting of the Cognitive Science Society, 2017
Curiously Motivated: Profiling Curiosity with Self-Reports and Behaviour Metrics in the Game "Destiny".
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Evaluating the Onboarding Phase of Free-toPlay Mobile Games: A Mixed-Method Approach.
Proceedings of the Annual Symposium on Computer-Human Interaction in Play, 2017
Proceedings of the Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17), 2017
Proceedings of the Advances in Computer Entertainment Technology, 2017
2016
Going Out of Business: Auction House Behavior in the Massively Multi-Player Online Game.
CoRR, 2016
CoRR, 2016
Identifying Onboarding Heuristics for Free-to-Play Mobile Games: A Mixed Methods Approach.
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny.
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Proceedings of the Entertainment Computing - ICEC 2016, 2016
Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
Guns and guardians: Comparative cluster analysis and behavioral profiling in destiny.
Proceedings of the IEEE Conference on Computational Intelligence and Games, 2016
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016
Proceedings of the Twelfth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2016
2015
Proceedings of the Game User Experience Evaluation, 2015
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015
Proceedings of the Eleventh AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 2015
2014
Entertain. Comput., 2014
Going out of business: Auction house behavior in the Massively Multi-player Online Game Glitch.
Entertain. Comput., 2014
Proceedings of the 16th LWA Workshops: KDML, 2014
Skill-based differences in spatio-temporal team behaviour in defence of the Ancients 2 (DotA 2).
Proceedings of the 2014 IEEE Games Media Entertainment, 2014
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014
Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014
2013
Int. J. Adv. Media Commun., 2013
IEEE Computer Graphics and Applications, 2013
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013
2012
Proceedings of the 8th Australasian Conference on Interactive Entertainment, 2012
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012
How players lose interest in playing a game: An empirical study based on distributions of total playing times.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012
2011
Int. J. Arts Technol., 2011
Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments, 2011
Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011
Proceedings of the Foundations of Digital Games, 2011
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration.
Proceedings of the Foundations of Digital Games, 2011
2010
Int. J. Comput. Sci. Sport, 2010
Correlation between heart rate, electrodermal activity and player experience in first-person shooter games.
Proceedings of the 5th ACM SIGGRAPH Symposium on Video Games, 2010
Proceedings of the International Academic Conference on the Future of Game Design and Technology, Vancouver, BC, Canada, May 06, 2010
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010
2009
Game Time: Modeling and Analyzing Time in Multiplayer and Massively Multiplayer Games.
Games Cult., 2009
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009
Analyzing spatial user behavior in computer games using geographic information systems.
Proceedings of the 13th International Academic MindTrek Conference: Everyday Life in the Ubiquitous Era, 2009
Proceedings of the Human-Computer Interaction, 2009
Proceedings of the 2009 Conference on Future Play on @ GDC Canada, Vancouver, BC, Canada, May 12, 2009
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009
Proceedings of the 2009 DiGRA International Conference: Breaking New Ground: Innovation in Games, 2009
Proceedings of the 2009 IEEE Symposium on Computational Intelligence and Games, 2009
Proceedings of the Intelligent Narrative Technologies II, 2009
Proceedings of the Intelligent Narrative Technologies II, 2009
2008
Character play: the use of game characters in multi-player role-playing games across platforms.
Comput. Entertain., 2008
Comput. Entertain., 2008
Proceedings of the 2nd International Conference on INtelligent TEchnologies for interactive enterTAINment, 2008
Proceedings of the Interactive Storytelling, 2008
Tales for the Many: Process and Authorial Control in Multi-player Role-Playing Games.
Proceedings of the Interactive Storytelling, 2008
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008
Proceedings of the 2008 Conference on Future Play: Research, Play, Share, 2008
2007
Group play: determining factors on the gaming experience in multiplayer role-playing games.
Comput. Entertain., 2007
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007
Proceedings of the 2007 DiGRA International Conference: Situated Play, 2007
2006
Live Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG Similarities.
Games Cult., 2006
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006
Proceedings of the Technologies for Interactive Digital Storytelling and Entertainment, 2006
2005
Tales for the many: Storytelling in RPGs, LARPs and MMORPGs.
Proceedings of the Digital Games Research Conference 2005, 2005