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Guns, swords and data: Clustering of player behavior in computer games in the wild.

, , , and . CIG, page 163-170. IEEE, (2012)

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The Personal Experience of Narratives in Role-Playing Games., and . AAAI Spring Symposium: Intelligent Narrative Technologies II, page 53-60. AAAI, (2009)A comparison of methods for player clustering via behavioral telemetry., , , and . FDG, page 245-252. Society for the Advancement of the Science of Digital Games, (2013)Influencers in Multiplayer Online Shooters: Evidence of Social Contagion in Playtime and Social Play., , , , and . CHI, page 259. ACM, (2019)Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny., , , , and . ICEC, volume 9926 of Lecture Notes in Computer Science, page 77-89. Springer, (2016)Psychophysiological Correlations with Gameplay Experience Dimensions, , , and . CoRR, (2010)Stylized facts for mobile game analytics., , , and . CIG, page 1-8. IEEE, (2016)Behavior evolution in Tomb Raider Underworld., , , , and . CIG, page 1-8. IEEE, (2013)Narrative Bytes: Data-Driven Content Production in Esports., , , , , , , and . TVX, page 29-41. ACM, (2018)Game user research., , , , , , and . CHI Extended Abstracts, page 2679-2682. ACM, (2012)Spatial Game Analytics., and . Game Analytics, Maximizing the Value of Player Data, Springer, (2013)