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Exploratory and Collaborative Learning Experience in Immersive Environments - Implementation and Findings from an Archaeological Domain.

, , , and . iLRN, volume 621 of Communications in Computer and Information Science, page 3-16. Springer, (2016)

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Inside the Group: Investigating Social Structures in Player Groups and Their Influence on Activity., , , , , , and . IEEE Trans. Games, 11 (4): 416-425 (2019)Individual versus collaborative learning in a virtual world., , , , , and . MIPRO, page 824-828. IEEE, (2016)Analyzing player networks in Destiny., , , and . Entertain. Comput., (2018)SteamVis: A Tool for Collecting and Analyzing Data of the Game Distribution Platform Steam., and . CoG, page 1-8. IEEE, (2023)The Quirks of Being a Wallflower: Towards Defining Lurkers and Loners in Games Through A Systematic Literature Review., , and . CHI Extended Abstracts, page 397:1-397:7. ACM, (2021)Games and the Metaverse., , , , , and . CHI PLAY, page 318-319. ACM, (2022)Merging Neural Networks with Traditional Evaluations in Crazyhouse., , and . ACG, volume 14528 of Lecture Notes in Computer Science, page 15-25. Springer, (2023)Two Decades of Game Jams., , , , , , , and . ICGJ, page 1-11. ACM, (2021)Social interactions in game jams: a jammer recommender tool., , and . FDG, page 71:1-71:4. ACM, (2019)Jamming across borders: An exploratory study., , and . ICGJ, page 16-21. ACM, (2020)