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Games Research Today: Analyzing the Academic Landscape 2000-2014.

, , , , , and . FDG, Society for the Advancement of the Science of Digital Games, (2015)

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Introduction., , and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)Learning Generative Models of Social Interactions with Humans-in-the-Loop., , , , and . ICMLA, page 509-516. IEEE, (2018)Game Analytics for Game User Research, Part 1: A Workshop Review and Case Study., , , and . IEEE Computer Graphics and Applications, 33 (2): 6-11 (2013)A user-centric adaptive story architecture: borrowing from acting theories.. Advances in Computer Entertainment Technology, page 109-116. ACM, (2004)PETEEI: A PET With Evolving Emotional Intelligence., , and . Agents, page 9-15. ACM, (1999)User studies: a strategy towards a successful industry-academic relationship., , , , , and . Future Play, page 134-142. ACM, (2010)DigitalBeing: An Ambient Intelligent Dance Space., and . FUZZ-IEEE, page 907-914. IEEE, (2006)Experiencing interactive narrative: A qualitative analysis of Façade., , and . Entertain. Comput., 4 (1): 39-52 (2013)Exploring Improvisational Approaches to Social Knowledge Acquisition., , , and . AAMAS, page 1060-1068. International Foundation for Autonomous Agents and Multiagent Systems, (2019)miniPXI: Development and Validation of an Eleven-Item Measure of the Player Experience Inventory., , , , , , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-26 (2022)