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Assessing the Impact of Personality on Affective States from Video Game Communication.

, , and . ACIIW, page 1-7. IEEE, (2023)

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Unpacking Adherence and Engagement in Pervasive Health Games., , , and . CoRR, (2021)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)Seagull: A bird's-eye view of the evolution of technical games research., , , , and . Entertain. Comput., (2018)The Gang's All Here: How People Used Games to cope with COVID19 Quarantine., , and . CHI, page 327:1-327:12. ACM, (2021)Hierarchical Dual Attention-Based Recurrent Neural Networks for Individual and Group Activity Recognition in Games., , and . AIIDE, page 116-123. AAAI Press, (2021)A tool for adaptive lighting design., and . Sandbox@SIGGRAPH, page 135-142. ACM, (2008)Visually directing user's attention in interactive 3D environments., and . SIGGRAPH Posters, page 82. ACM, (2004)Modeling Individual and Team Behavior through Spatio-temporal Analysis., , , , , and . CHI PLAY, page 601-612. ACM, (2019)Modeling Player Personality Factors from In-Game Behavior and Affective Expression., , and . ACIIW, page 1-8. IEEE, (2023)