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Communication and Shared Understanding in Collaborative Writing. Department of Computer Science, University of Toronto, (1996)Evaluating REAL Users, Using REAL Software, Performing REAL Tasks, in REAL Contexts., , and . HCI (2), page 597-600. Elsevier, (1997)0-444-82183-X."How Do I Restart This Thing?" Repeat Experience and Resistance to Closure in Rewind Storygames., and . ICIDS, volume 12497 of Lecture Notes in Computer Science, page 164-177. Springer, (2020)The paradox of rereading in hypertext fiction., and . HT, page 103-112. ACM, (2012)Comparing Effects of Dynamic Difficulty Adjustment Systems on Video Game Experience., and . CHI PLAY, page 317-327. ACM, (2017)The Temporal Window: Explicit Representation of Future Actions in Improvisational Performances., , , , , and . Creativity & Cognition, page 28-38. ACM, (2017)From Playing the Story to Gaming the System: Repeat Experiences of a Large Language Model-Based Interactive Story., and . ICIDS (1), volume 14383 of Lecture Notes in Computer Science, page 395-409. Springer, (2023)Making it Unfamiliar in the "Right" Way: An Empirical Study of Poetic Gameplay., , and . DiGRA Conference, Digital Games Research Association, (2017)Choose Your Permanent Adventure: Towards a Framework for Irreversible Storygames., and . ICIDS, volume 11869 of Lecture Notes in Computer Science, page 148-157. Springer, (2019)Learning to Write Together Using Groupware., , and . CHI, page 288-295. ACM/Addison-Wesley, (1995)