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FLAME-Fuzzy Logic Adaptive Model of Emotions.

, , and . Auton. Agents Multi Agent Syst., 3 (3): 219-257 (2000)

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Visual Analytics Tools - A Lens into Player's Temporal Progression and Behavior., , , and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)Interview with Jim Baer and Daniel McCaffrey from Zynga., and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)The effects of ambient motion speed on player performance in video games., , and . IGIC, page 1-5. IEEE, (2012)Assistive design and production in computer games: Parametric systems, data mining, visual analytics., , , and . IGIC, page 1-4. IEEE, (2012)Educational game design: an empirical study of the effects of narrative., , , and . FDG, page 34:1-34:10. ACM, (2018)Automating Lighting Design for Interactive Entertainment., and . Computers in Entertainment, 2 (2): 15 (2004)Body Buddies: Social Signaling through Puppeteering., , , , , , , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 279-288. Springer, (2011)An Active Analysis and Crowd Sourced Approach to Social Training., , , , and . ICIDS, volume 10045 of Lecture Notes in Computer Science, page 156-167. (2016)A Study of Interactive Narrative from User's Perspective., , and . Handbook of Multimedia for Digital Entertainment and Arts, Springer, (2009)Unpacking Adherence and Engagement in Pervasive Health Games., , , and . CoRR, (2021)