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GameFlow: a model for evaluating player enjoyment in games.

, and . Computers in Entertainment, 3 (3): 3 (2005)

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Player-Centered Game Environments: Assessing Player Opinions, Experiences, and Issues., and . ICEC, volume 3166 of Lecture Notes in Computer Science, page 321-332. Springer, (2004)Facilitating learning in a real time strategy computer game., and . IWEC, volume 240 of IFIP Conference Proceedings, page 49-56. Kluwer, (2002)Current AI in Games: A Review., and . Aust. J. Intell. Inf. Process. Syst., 8 (1): 24-42 (2002)GameFlow heuristics for designing and evaluating real-time strategy games., , , and . IE, page 1. ACM, (2012)The inherent appeal of physically controlled peripherals., , , , and . IWEC, volume 240 of IFIP Conference Proceedings, page 371-378. Kluwer, (2002)Creating engaging artificial characters for games., , , and . ICEC, Carnegie Mellon University, (2003)Female game developers wanted Low pay, long hours, inflexible work environments., , , and . IGIC, page 243-249. IEEE, (2013)GameFlow: a model for evaluating player enjoyment in games., and . Computers in Entertainment, 3 (3): 3 (2005)Combining Influence Maps and Cellular Automata for Reactive Game Agents., and . IDEAL, volume 3578 of Lecture Notes in Computer Science, page 524-531. Springer, (2005)A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games., , , and . IGIC, page 16-19. IEEE, (2013)