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To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games.

, , , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 229:1-229:35 (2021)

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Understanding, Addressing, and Analysing Digital Eye Strain in Virtual Reality Head-Mounted Displays., , , , , , and . ACM Trans. Comput. Hum. Interact., 29 (4): 33:1-33:80 (2022)A Comparison of Explicit and Implicit Proactive Dialogue Strategies for Conversational Recommendation., , , and . LREC, page 429-435. European Language Resources Association, (2020)The Social Engineer: An Immersive Virtual Reality Educational Game to Raise Social Engineering Awareness., and . CHI PLAY (Companion), page 59-63. ACM, (2020)To Be or Not to Be Stuck, or Is It a Continuum?: A Systematic Literature Review on the Concept of Being Stuck in Games., , , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 229:1-229:35 (2021)Emotion-based Dynamic Difficulty Adjustment Using Parameterized Difficulty and Self-Reports of Emotion., , , and . CHI PLAY, page 163-171. ACM, (2018)ShARe: Enabling Co-Located Asymmetric Multi-User Interaction for Augmented Reality Head-Mounted Displays., , , , , and . UIST, page 459-471. ACM, (2020)Towards Progress Assessment for Adaptive Hints in Educational Virtual Reality Games., , , , and . CHI Extended Abstracts, page 1-9. ACM, (2020)