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"Backseat Gaming" A Study of Co-Regulated Learning within a Collegiate Male Esports Community.

, , , , , and . CHI, page 759:1-759:14. ACM, (2024)

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Modeling Player Personality Factors from In-Game Behavior and Affective Expression., , and . ACIIW, page 1-8. IEEE, (2023)Empathetic AI for Empowering Resilience in Games., , , and . CoRR, (2023)The detection of multiple faults in a Bayesian setting using dynamic programming approaches., , and . Signal Process., (2020)A Data-Driven Design of AR Alternate Reality Games to Measure Resilience., , , , , , , and . HCI (33), volume 13334 of Lecture Notes in Computer Science, page 586-604. Springer, (2022)"Backseat Gaming" A Study of Co-Regulated Learning within a Collegiate Male Esports Community., , , , , and . CHI, page 759:1-759:14. ACM, (2024)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)Under Pressure: A Multi-Modal Analysis of Induced Stressors in Games for Resilience., , , , , , , , , and 2 other author(s). FDG, page 38:1-38:10. ACM, (2023)AstraVerse: Establishing a Culturally Sensitive Framework for Integrating Elements from Mythological Backgrounds., , , and . ICEC, volume 13477 of Lecture Notes in Computer Science, page 3-17. Springer, (2022)Estimation Strategies for the Condition Monitoring of a Battery Systemin a Hybrid Electric Vehicle., , and . CoRR, (2023)The effects of social media based brand communities on brand community markers, value creation practices, brand trust and brand loyalty., , , and . Comput. Hum. Behav., 28 (5): 1755-1767 (2012)