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A user-centric adaptive story architecture: borrowing from acting theories.

. Advances in Computer Entertainment Technology, page 109-116. ACM, (2004)

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Educational game design: an empirical study of the effects of narrative., , , and . FDG, page 34:1-34:10. ACM, (2018)Body Buddies: Social Signaling through Puppeteering., , , , , , , and . HCI (14), volume 6774 of Lecture Notes in Computer Science, page 279-288. Springer, (2011)Automating Lighting Design for Interactive Entertainment., and . Computers in Entertainment, 2 (2): 15 (2004)An Active Analysis and Crowd Sourced Approach to Social Training., , , , and . ICIDS, volume 10045 of Lecture Notes in Computer Science, page 156-167. (2016)Esports Agents with a Theory of Mind: Towards Better Engagement, Education, and Engineering., and . CoRR, (2021)Unpacking Adherence and Engagement in Pervasive Health Games., , , and . CoRR, (2021)A Study of Interactive Narrative from User's Perspective., , and . Handbook of Multimedia for Digital Entertainment and Arts, Springer, (2009)Believable Characters., , , , , and . Handbook of Multimedia for Digital Entertainment and Arts, Springer, (2009)IT education, girls and game modding., , and . Interact. Technol. Smart Educ., 3 (2): 143-156 (2006)Data-Driven Game Development: Ethical Considerations., and . FDG, page 64:1-64:10. ACM, (2020)