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- Zeng H, He X and Pan H (2021). Implementation of escape room system based on augmented reality involving deep convolutional neural network, Virtual Reality, 25:3, (585-596), Online publication date: 1-Sep-2021.
- Jaćević M How the Players Get Their Spots: A Study of Playstyle Emergence in Digital Games 2021 IEEE Conference on Games (CoG), (1-8)
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- Harwood T (2012). Emergence of Gamified Commerce, Journal of Electronic Commerce in Organizations, 10:2, (16-39), Online publication date: 1-Apr-2012.
- Theng Y, Wanzhen L, Zhiqiang L, Robert C and Pallavi R (2011). Investigation of the antecedents and consequences of gamer satisfaction, Computers in Entertainment (CIE), 9:3, (1-26), Online publication date: 1-Nov-2011.
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- Ye Z Genres as a tool for understanding and analyzing user experience in games CHI '04 Extended Abstracts on Human Factors in Computing Systems, (773-774)
- de Aguilera M and Mendiz A (2003). Video games and education, Computers in Entertainment (CIE), 1:1, (1-10), Online publication date: 1-Oct-2003.
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