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Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent.

, , , , , , , and . CHI PLAY (Companion), page 667-671. ACM, (2017)

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On the Role of the Die: A brief ludologic study of pen-and-paper roleplaying games and their rules.. Game Stud., (2006)Generating Emergent Physics for Action-Adventure Games.. PCG@FDG, page 9:1-9:7. ACM, (2012)The Hacker: New Mythical Content of Narrative Games.. TIDSE, volume 4326 of Lecture Notes in Computer Science, page 104-115. Springer, (2006)Integrating Emergence and Progression.. DiGRA Conference, Digital Games Research Association, (2011)Adventures in level design: generating missions and spaces for action adventure games.. PCGames@FDG, page 1:1-1:8. ACM, (2010)Wonderful Design: Applying Appraisal Theory to Procedural Level Generation., , , and . AIIDE Workshops, volume 2282 of CEUR Workshop Proceedings, CEUR-WS.org, (2018)Generating Missions and Spaces for Adaptable Play Experiences., and . IEEE Trans. Comput. Intellig. and AI in Games, 3 (3): 216-228 (2011)Playable Experiences at AIIDE 2017., , , , , , , , , and 8 other author(s). AIIDE, page 308-. AAAI Press, (2017)The Effectiveness and Efficiency of Model Driven Game Design.. ICEC, volume 7522 of Lecture Notes in Computer Science, page 542-548. Springer, (2012)Adapting game mechanics with Micro-Machinations., and . FDG, Society for the Advancement of the Science of Digital Games, (2014)