Augello, A., Gentile, M., Weideveld, L., and Dignum, F.
(2016b). Dialogues as social practices for serious
games. In Proceedings of the Twenty-second Eu-
ropean Conference on Artificial Intelligence, pages
1732–1733. IOS Press.
Augello, A., Gentile, M., Weideveld, L., and Dignum, F.
(2016c). A model of a social chatbot. In Intelligent
Interactive Multimedia Systems and Services 2016,
pages 637–647. Springer.
Bellotti, F., Berta, R., De Gloria, A., and Lavagnino, E.
(2011). Towards a conversational agent architecture to
favor knowledge discovery in serious games. In Pro-
ceedings of the 8th International Conference on Ad-
vances in Computer Entertainment Technology, ACE
’11. Association for Computing Machinery.
Bellotti, F., Berta, R., De Gloria, A., Primavera, L., and
Zappi, V. (2008). Travel in europe: An online envi-
ronment to promote cultural heritage. The IPSI BgD
Transactions on Internet Research, 14(1).
Berger, E., Sæthre, T. H., and Divitini, M. (2019). Pri-
vacity. In International Conference on Informatics
in Schools: Situation, Evolution, and Perspectives,
pages 293–304. Springer.
Brandtzaeg, P. B. and Følstad, A. (2017). Why people
use chatbots. In Kompatsiaris, I., Cave, J., Satsiou,
A., Carle, G., Passani, A., Kontopoulos, E., Diplaris,
S., and McMillan, D., editors, Internet Science, pages
377–392, Cham. Springer International Publishing.
Callejas, Z., Ravenet, B., Ochs, M., and Pelachaud, C.
(2014). A model to generate adaptive multimodal job
interviews with a virtual recruiter. Proceedings of the
9th International Conference on Language Resources
and Evaluation, LREC 2014, pages 3615–3619.
Carpenter, D., Geden, M., Rowe, J., Azevedo, R., and
Lester, J. (2020). Automated analysis of mid-
dle school students’ written reflections during game-
based learning. In International Conference on Artifi-
cial Intelligence in Education, pages 67–78. Springer.
Chen, H., Liu, X., Yin, D., and Tang, J. (2017). A survey on
dialogue systems: Recent advances and new frontiers.
SIGKDD Explor. Newsl., 19(2):25–35.
Corrales-Astorgano, M., Mart
´
ınez-Castilla, P., Mancebo,
D. E., Aguilar, L., Ferreras, C. G., and Carde
˜
noso-
Payo, V. (2018). Towards an automatic evaluation of
the prosody of people with down syndrome. In Iber-
SPEECH, pages 112–116.
Crutzen, R., Peters, G.-J. Y., Portugal, S. D., Fisser, E. M.,
and Grolleman, J. J. (2011). An artificially intelligent
chat agent that answers adolescents’ questions related
to sex, drugs, and alcohol: an exploratory study. Jour-
nal of Adolescent Health, 48(5):514–519.
Daelemans, W., Van den Bosch, A., et al. (2005). Memory-
based language processing. Cambridge University
Press.
Dahlb
¨
ack, N., J
¨
onsson, A., and Ahrenberg, L. (1993). Wiz-
ard of oz studies: Why and how. In Proceedings of
the 1st International Conference on Intelligent User
Interfaces, IUI ’93, page 193–200, New York. ACM.
Economou, D., Doumanis, I., Bouki, V., Pedersen, F.,
Kathrani, P., Mentzelopoulos, M., and Georgalas, N.
(2014). A dynamic role-playing platform for simula-
tions in legal and political education. In 2014 Inter-
national Conference on Interactive Mobile Communi-
cation Technologies and Learning (IMCL2014), pages
232–236. IEEE.
Economou, D., Doumanis, I., Pedersen, F., Kathrani, P.,
Mentzelopoulos, M., and Bouki, V. (2015). Eval-
uation of a dynamic role-playing platform for sim-
ulations based on octalysis gamification framework.
In Intelligent Environments (Workshops), pages 388–
395.
Emmerich, K. and Bockholt, M. (2016). Serious Games
Evaluation: Processes, Models, and Concepts, pages
265–283. Springer International Publishing, Cham.
Fitzpatrick, K. K., Darcy, A., and Vierhile, M. (2017). De-
livering cognitive behavior therapy to young adults
with symptoms of depression and anxiety using a fully
automated conversational agent (woebot): a random-
ized controlled trial. JMIR mental health, 4(2):e19.
Følstad, A. and Brandtzæg, P. B. (2017). Chatbots and the
new world of HCI. Interactions, 24(4):38–42.
Følstad, A., Skjuve, M., and Brandtzaeg, P. B. (2018). Dif-
ferent chatbots for different purposes: towards a typol-
ogy of chatbots to understand interaction design. In
International Conference on Internet Science, pages
145–156. Springer.
Forsyth, C. M., Graesser, A., Olney, A. M., Millis, K.,
Walker, B., and Cai, Z. (2015). Moody agents: af-
fect and discourse during learning in a serious game.
In International Conference on Artificial Intelligence
in Education, pages 135–144. Springer.
Fryer, L. K., Ainley, M., Thompson, A., Gibson, A., and
Sherlock, Z. (2017). Stimulating and sustaining inter-
est in a language course: An experimental comparison
of chatbot and human task partners. Computers in Hu-
man Behavior, 75:461 – 468.
Gonda, D. E., Luo, J., Wong, Y., and Lei, C. (2018). Evalu-
ation of developing educational chatbots based on the
seven principles for good teaching. In 2018 IEEE In-
ternational Conference on Teaching, Assessment, and
Learning for Engineering (TALE), pages 446–453.
Huang, J., Li, Q., Xue, Y., Cheng, T., Xu, S., Jia, J., and
Feng, L. (2015). Teenchat: a chatterbot system for
sensing and releasing adolescents’ stress. In Inter-
national Conference on Health Information Science,
pages 133–145. Springer.
Hussain, S., Sianaki, O. A., and Ababneh, N. (2019). A sur-
vey on conversational agents/chatbots classification
and design techniques. In Workshops of the Interna-
tional Conference on Advanced Information Network-
ing and Applications, pages 946–956. Springer.
Jain, M., Kumar, P., Kota, R., and Patel, S. N. (2018). Eval-
uating and informing the design of chatbots. In Pro-
ceedings of the 2018 Designing Interactive Systems
Conference, pages 895–906.
Jepp, P., Fradinho, M., and Pereira, J. M. (2010). An agent
framework for a modular serious game. In 2010 Sec-
ond International Conference on Games and Virtual
Worlds for Serious Applications, pages 19–26. IEEE.
CSEDU 2021 - 13th International Conference on Computer Supported Education
114