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Brain Training for Silver Gamers: Effects of Age and Game Form on Effectiveness, Efficiency, Self-Assessment, and Gameplay Experience.

, , and . Cyberpsy., Behavior, and Soc. Networking, 12 (5): 493-499 (2009)

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Production and maintenance environments for interactive audio-visual stories., and . ACM Multimedia Workshops, page 21-24. ACM Press, (2000)Generic Viewer Interaction Semantics for Dynamic Virtual Video Synthesis., and . VISUAL, volume 1614 of Lecture Notes in Computer Science, page 83-90. Springer, (1999)A Behavioural Theory of Intelligent Machines as a Framework for the Analysis ofAdaptation.. Evo Workshops, volume 956 of Lecture Notes in Computer Science, page 257-275. Springer, (1994)Narrative Structure in Trans-Reality Role-Playing Games: Integrating Story Construction from Live Action, Table Top and Computer-Based Role-Playing Games., and . DiGRA Conference, (2005)Trends and Techniques in Visual Gaze Analysis, , , and . CoRR, (2010)Game Play Schemas: From Player Analysis to Adaptive Game Mechanics., and . Int. J. Comput. Games Technol., (2008)More than a feeling: Measurement of sonic user experience and psychophysiology in a first-person shooter game., , and . Interact. Comput., 22 (5): 336-343 (2010)A Video Annoation Methodology for Interactive Video Sequence Generation.. Digital Content Creation, page 163-183. Springer, (2001)An Investigation of Visual Attention in FPS Computer Gameplay., and . VS-GAMES, page 68-75. IEEE Computer Society, (2009)Gameplay experience in a gaze interaction game, , , and . Proceedings of the 5th Conference on Communication by Gaze Interaction – COGAIN 2009: Gaze Interaction For Those Who Want It Most, page 49-54. Lyngby, Denmark, The COGAIN Association, The COGAIN Association, (2009)available online.