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A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games.

, , , and . IGIC, page 16-19. IEEE, (2013)

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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)GameFlow heuristics for designing and evaluating real-time strategy games., , , and . IE, page 1. ACM, (2012)Current AI in Games: A Review., and . Aust. J. Intell. Inf. Process. Syst., 8 (1): 24-42 (2002)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 in Different Game Genres and Platforms., , , , , and . Comput. Entertain., 15 (3): 1:1-1:24 (2017)Motivations for videogame play: Predictors of time spent playing., , and . Comput. Hum. Behav., (2016)The People-Game-Play model for understanding videogames' impact on wellbeing., , and . IGIC, page 85-88. IEEE, (2013)