Petalz: Search-based Procedural Content Generation for the Casual Gamer
- ,
- J. Lehman,
- D.B D'Ambrosio,
- R. Hall,
- K.O Stanley
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewOpen access
Publication Information
Output type
Research Output:
Journal Article or Conference Article in Journal
Journal article
Peer-reviewOriginal language
EnglishPages from-to (Number of pages)
Page 1-1 (1 page)Journal (Volume, Issue Number)
I E E E Transactions on Computational Intelligence and A I in Games (Volume PP, Issue 99)Publication milestones
- Published - 2015
Publication status
Published - 2015
ISSN
1943-068XPublication IDs
- Scopus: 84921323503
Abstract
The impact of game content on the player experience is potentially more critical in casual games than in competitive games because of the diminished role of strategic or tactical diversions. Interestingly, until now procedural content generation (PCG) has nevertheless been investigated almost exclusively in the context of competitive, skills-based gaming. This paper therefore opens a new direction for PCG by placing it at the center of an entirely casual flower-breeding game platform called Petalz. That way, the behavior of players and their reactions to different game mechanics in a casual environment driven by PCG can be investigated. In particular, players in Petalz can (1) trade their discoveries in a global marketplace, (2) respond to an incentive system that awards diversity, and (3) generate real-world threedimensional replicas of their evolved flowers. With over 1,900 registered online users and 38,646 unique evolved flowers, Petalz showcases the potential for PCG to enable these kinds of casual game mechanics, thus paving the way for continued innovation with PCG in casual gaming.
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Access to documents
Accepted author manuscript, 6.02 MB
