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Predicting Game Difficulty and Engagement Using AI Players., , , , , and . Proc. ACM Hum. Comput. Interact., 5 (CHI PLAY): 231:1-231:17 (2021)Components of human experience in virtual environments., , and . Comput. Hum. Behav., 24 (1): 1-15 (2008)Review of Intrinsic Motivation in Simulation-based Game Testing., , , and . CHI, page 347. ACM, (2018)The movement patterns and the experiential components of virtual environments., , , , and . Int. J. Hum. Comput. Stud., 67 (9): 787-799 (2009)Predicting Game Difficulty and Churn Without Players., , , , and . CHI PLAY, page 585-593. ACM, (2020)Understanding Presence, Involvement, and Flow in Digital Games., , and . Game User Experience Evaluation, Springer, (2015)Enhancing Spatial Perception and User Experience in Video Games with Volumetric Shadows., , , , and . OZCHI (LNCS Selection), volume 8433 of Lecture Notes in Computer Science, page 91-113. Springer, (2013)Computer-Aided Imagery in Sport and Exercise: A Case Study of Indoor Wall Climbing., , , and . Graphics Interface, page 93-99. ACM, (2018)Attitudes to new technology and experiential dimensions of two different digital games., , , , and . NordiCHI, page 349-352. ACM, (2004)Subjective experiences of watching stereoscopic Avatar and U2 3D in a cinema., , , and . J. Electronic Imaging, 21 (1): 011006 (2012)