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An Active Analysis and Crowd Sourced Approach to Social Training.

, , , , and . ICIDS, volume 10045 of Lecture Notes in Computer Science, page 156-167. (2016)

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Experiencing the reading glove., , , , , and . TEI, page 137-144. ACM, (2011)The Gang's All Here: How People Used Games to cope with COVID19 Quarantine., , and . CHI, page 327:1-327:12. ACM, (2021)Q-DeckRec: A Fast Deck Recommendation System for Collectible Card Games., , , , , and . CIG, page 1-8. IEEE, (2018)Seagull: A bird's-eye view of the evolution of technical games research., , , , and . Entertain. Comput., (2018)Data-Driven Game Development: Ethical Considerations., and . FDG, page 64:1-64:10. ACM, (2020)Tile-o-Scope AR: An Augmented Reality Tabletop Image Labeling Game Toolkit., , , , , , , and . FDG, page 85:1-85:4. ACM, (2020)Unpacking Adherence and Engagement in Pervasive Health Games., , , and . CoRR, (2021)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)Interview with Jim Baer and Daniel McCaffrey from Zynga., and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)