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Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System.

, and . PCG@FDG, page 12:1-12:6. ACM, (2012)

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Towards an Ontological Language for Game Analysis., , , , and . DiGRA Conference, (2005)Stanislavky's System as a Game Design Method: A Case Study., , and . DiGRA Conference, Digital Games Research Association, (2013)Introduction.. Trans. Digit. Games Res. Assoc., (2021)Procedural Generation of Narrative Puzzles in Adventure Games: The Puzzle-Dice System., and . PCG@FDG, page 12:1-12:6. ACM, (2012)E-Learning Takes the Stage: From La Dama Boba to a Serious Game., , and . Rev. Iberoam. de Tecnol. del Aprendiz., 8 (4): 197-204 (2013)Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study., , , and . IEEE Trans. Learn. Technol., 10 (2): 236-246 (2017)From öpen mailbox" to context mechanics: shifting levels of abstraction in adventure games.. FDG, page 131-138. ACM, (2011)The game studies practicum: applying situated learning to teach professional practices., and . Future Play, page 25-32. ACM, (2008)Rounds, Levels, and Waves: The Early Evolution of Gameplay Segmentation., , and . Games Cult., 3 (2): 175-198 (2008)Game Spaces Speak Volumes: Indexical Storytelling.. DiGRA Conference, Digital Games Research Association, (2011)