{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2025,9,17]],"date-time":"2025-09-17T16:45:12Z","timestamp":1758127512701},"reference-count":21,"publisher":"IEEE","license":[{"start":{"date-parts":[[2024,8,5]],"date-time":"2024-08-05T00:00:00Z","timestamp":1722816000000},"content-version":"stm-asf","delay-in-days":0,"URL":"https:\/\/doi.org\/10.15223\/policy-029"},{"start":{"date-parts":[[2024,8,5]],"date-time":"2024-08-05T00:00:00Z","timestamp":1722816000000},"content-version":"stm-asf","delay-in-days":0,"URL":"https:\/\/doi.org\/10.15223\/policy-037"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2024,8,5]]},"DOI":"10.1109\/cog60054.2024.10645629","type":"proceedings-article","created":{"date-parts":[[2024,8,28]],"date-time":"2024-08-28T18:44:09Z","timestamp":1724870649000},"page":"1-8","source":"Crossref","is-referenced-by-count":2,"title":["PaceMaker: A Practical Tool for Pacing Video Games"],"prefix":"10.1109","author":[{"given":"Julian","family":"Geheeb","sequence":"first","affiliation":[{"name":"Technical University of Munich,Munich,Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Daniel","family":"Dyrda","sequence":"additional","affiliation":[{"name":"Technical University of Munich,Munich,Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Sebastian","family":"Geheeb","sequence":"additional","affiliation":[{"name":"Technical University of Munich,Munich,Germany"}],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"263","reference":[{"article-title":"The rhetoric of video games","year":"2008","author":"Bogost","key":"ref1"},{"key":"ref2","doi-asserted-by":"publisher","DOI":"10.33965\/ihci_get2021_202105l018"},{"author":"Gyllenback","key":"ref3","article-title":"Putting into play-the hidden art of pacing 1 (3)"},{"article-title":"Tick, tick, boom!!-catharsis and pacing in games: The new dramaturgy pt.2","year":"2013","author":"Hill","key":"ref4"},{"article-title":"Game pacing: Differences between mediums","year":"2017","author":"Ho","key":"ref5"},{"article-title":"Gameplay fundamentals revisited: Harnessed pacing & intensity","year":"2008","author":"Lopez","key":"ref6"},{"article-title":"Charting through pacing of uncharted 2. part 1-pacing principles","year":"2019","author":"Costiuc","key":"ref7"},{"key":"ref8","doi-asserted-by":"publisher","DOI":"10.12785\/ijcds\/120132"},{"article-title":"The art and science of pacing and sequencing combat encounters","year":"2013","author":"Hoffstetter","key":"ref9"},{"key":"ref10","doi-asserted-by":"publisher","DOI":"10.1145\/2658537.2658695"},{"article-title":"Space of possibility and pacing in casual game design-a popcap case study","volume-title":"VIII Brazilian Symposium on Games and Digital Entertainment","author":"Venturelli","key":"ref11"},{"article-title":"Examining game pace: How single-player levels tick","year":"2009","author":"Davies","key":"ref12"},{"article-title":"Mapping time in video games","volume-title":"DiGRA Conference","author":"Nitsche","key":"ref13"},{"article-title":"Pacing and gameplay analysis in theory and practice","year":"2011","author":"Coulianos","key":"ref14"},{"key":"ref15","doi-asserted-by":"publisher","DOI":"10.1016\/0167-6423(87)90035-9"},{"key":"ref16","doi-asserted-by":"publisher","DOI":"10.1145\/3173574.3173610"},{"key":"ref17","article-title":"Super Mario Bros","author":"Nintendo","year":"1985","journal-title":"Game [Nintendo Entertainment System, Arcade]"},{"key":"ref18","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2010.2095855"},{"key":"ref19","doi-asserted-by":"publisher","DOI":"10.1109\/TCIAIG.2011.2159716"},{"journal-title":"Left 4 Dead,\u201d Game [Windows, XBOX 360]","article-title":"Turtle Rock Studios, Valve","year":"2008","key":"ref20"},{"article-title":"The ai systems of left 4 dead","year":"2009","author":"Michael Booth","key":"ref21"}],"event":{"name":"2024 IEEE Conference on Games (CoG)","start":{"date-parts":[[2024,8,5]]},"location":"Milan, Italy","end":{"date-parts":[[2024,8,8]]}},"container-title":["2024 IEEE Conference on Games (CoG)"],"original-title":[],"link":[{"URL":"http:\/\/xplorestaging.ieee.org\/ielx8\/10645493\/10645533\/10645629.pdf?arnumber=10645629","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2024,9,3]],"date-time":"2024-09-03T04:55:56Z","timestamp":1725339356000},"score":1,"resource":{"primary":{"URL":"https:\/\/ieeexplore.ieee.org\/document\/10645629\/"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2024,8,5]]},"references-count":21,"URL":"https:\/\/doi.org\/10.1109\/cog60054.2024.10645629","relation":{},"subject":[],"published":{"date-parts":[[2024,8,5]]}}}