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Ä Time and Phase for Everything" - Towards A Self Regulated Learning Perspective on Computational Support for Esports.

, , , , and . Proc. ACM Hum. Comput. Interact., 6 (CHI): 1-27 (2022)

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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)An Active Analysis and Crowd Sourced Approach to Social Training., , , , and . ICIDS, volume 10045 of Lecture Notes in Computer Science, page 156-167. (2016)Automating Lighting Design for Interactive Entertainment., and . Computers in Entertainment, 2 (2): 15 (2004)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)The effects of ambient motion speed on player performance in video games., , and . IGIC, page 1-5. IEEE, (2012)Assistive design and production in computer games: Parametric systems, data mining, visual analytics., , , and . IGIC, page 1-4. IEEE, (2012)IT education, girls and game modding., , and . Interact. Technol. Smart Educ., 3 (2): 143-156 (2006)Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit., , , , , , , and . FDG, page 85:1-85:4. ACM, (2020)