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Visual Analytics for Large-Scale Bioinformatic Data Sets., , , , and . OZCHI, page 603-607. ACM, (2015)Proper function and defeating experiences.. Synthese, 182 (3): 433-447 (2011)Playing Alone, Playing With Others: Differences in Player Experience and Indicators of Wellbeing., , and . CHI PLAY, page 3-12. ACM, (2015)Computer Games With Intelligence., and . FUZZ-IEEE, page 1355-1358. IEEE, (2001)Driven to drive? Investigating the effect of gamification on learner driver behavior, perceived motivation and user experience., , , , and . Comput. Hum. Behav., (2017)The inherent appeal of physically controlled peripherals., , , , and . IWEC, volume 240 of IFIP Conference Proceedings, page 371-378. Kluwer, (2002)Videogames: Dispelling myths and tabloid headlines that videogames are bad., , , , and . BCS HCI, British Computer Society, (2014)Creating engaging artificial characters for games., , , and . ICEC, Carnegie Mellon University, (2003)B-theory old and new: on ontological commitment.. Synthese, 190 (17): 3953-3970 (2013)Modeling player-like behavior for game AI design., , and . Advances in Computer Entertainment Technology, page 9. ACM, (2011)